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 Post subject: [KLD] draft
PostPosted: Wed Oct 12, 2016 3:51 pm 
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I've done three so far, with mediocre results. I don't think it would be informative to post any of those. But some things are starting to emerge.

There are at least three aggro color combinations: RW, RB, and RG. The green one is the slowest, but even so it may all effectively be over by turn three. I've just played a RB deck in which it was easy to attack for six on turn three, and 9 on four, with evasion thrown in (3/1 black menace two drop, 3/3 red haste three drop, 3/2 flying artifact haste four-drop). If you are just a little bit slow to get on board, that is game over.

Eddytrail Hawk has been a very pleasant surprise. It can help you attack for seven damage in the air on turn four.

Sky Skiff has been a disappointment. It's way too slow for aggressive builds, and awkwardly costed for control. But mostly just too small.

Prakhata Pillar-Bug is the key to a succesful control deck. I mean, in addition to whatever ridicoulous rare bomb made you consider control in the first place. It's a bit late to come to the table, since you don't want to trade it before turn four, but it does a great job stabilizing. I've met some good control decks, and that little buggy was the thing that made them recover from the early damage.

Sometimes, an unanswered turn two Longtusk Cub is all it takes. And it can be very frustrating, watching that thing grow from turn to turn, knowing it will kill you in the end. It's not like they don't have other threats in hand, after all.

Fabricate is even better than everybody gave it credit for. If you see a fabricator in your color, grab it, you probably won't see another one. Same goes for the good vehicles. Don't pass them.

Exploring this set looks to be fun.

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 Post subject: Re: [KLD] draft
PostPosted: Wed Oct 12, 2016 4:22 pm 
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I've had a lot of fun. I've got a 2-0 deck right now that I expect to go 3-0 with and will post the results. Super fun U/G energy deck. This format is fun even when you're losing it seems.

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 Post subject: Re: [KLD] draft
PostPosted: Thu Oct 13, 2016 2:23 pm 
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I've been down some on Sky Skiff to, which is weird because i remember the games where it dealt all of like 18 damage in a game and was MVP.


I've done 1 draft online, so far i'm 1-0 in league
P1-1 Fumigate, and thought i forced white until a P2-4 Ætherstorm roc
still though i forced it and I have 0 removal spells. I'm leaning hard on Fumigate. and my 1st match was against a gentlemen with no removal either it's because his deck was either sweeet or a trainwreck, I counted every common and uncommon vehicle in his deck except the 6/1 haste, i think i seen 6 different vehicles, and even a pup and Æthersquall Ancient, and a Padeem which is gas with those 15 drop vehicles, but he shrewd negotiated with me for my 4/3 giving me and 8/6 menace which shut off his howling mine and later killed him with double built to last for lethals when he was at 12

I think i would of been salty if i lost, how can one have all the guys to do all that crewing.

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 Post subject: Re: [KLD] draft
PostPosted: Thu Oct 13, 2016 11:03 pm 
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Went 2-1 first draft (6 man pod) with a bad deck. Went 3-0 second draft (6-man) with a chandra and a highly active luck box. 3-0'd 8-man at LGS with 2 Longtusk Cub, 2 Thriving Rats, 2 Kujar Seedcrafter, 2 Cobras couple removal spells. Easy 3-0 although my opponents had some mana screw.

Most recent was a 1-2 where I was in the open colors of UR but there was no synergy to be had. I did punt 1 game and got fogg'd in another.

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 Post subject: Re: [KLD] draft
PostPosted: Sat Oct 15, 2016 3:35 pm 
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Well...I went 2-1 with the deck I thought would go 3-0...to a Demolition Stomper both games of the final! ugh...

The draft:


The Deck


Match 1 vs. U/R Artifacts


Match 2 vs. B/W Artifacts


Match 3 vs, R/W Vehicles


Notes:
Stomper gets a lot of hate on Channel Fireball...but it isn't BAD I don't think, it clearly wrecks against some decks.
Rashmi is a friggin bomb...just awesome. That's good value.
Handicraft is pretty good, not a high pick, but it does a lot of work in this format I think.

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 Post subject: Re: [KLD] draft
PostPosted: Sun Oct 16, 2016 12:40 pm 
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Wow, went 3-0 with a deck I totally waffled on and did not expect to win with...to be fair though, I won all three matches because the opponent ran out of time :P

The Draft:


The Deck:


Match 1 vs. R/G Artifacts


Match 2 vs. U/G Panharmonicon


Match 3 vs...basically my deck...


Notes:
Gonti is just insane. Of note...you can cast the stolen card even if he leaves the battlefield. Bouncing him is just insane.
Saheeli does some work if unanswered. She isnt a bomb in any sense of the word, but she smoothed out my draws while draining the opponent a few times. Her alt wasn't terribly scary in my deck, but it brings out some good things. She copied the Barge once which was the winning move.
Copter is nuts...just bonkers. Way too good...but I did win a game with two on the opponents board with a different deck once!...athough they won the match.

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 Post subject: Re: [KLD] draft
PostPosted: Sat Oct 22, 2016 3:54 pm 
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Yeah! My third trophy! I find it odd that I get so many 2-1s when I predict every pick on the Channel Fireball draft streams with about a 95% accuracy...then again, they often go 2-1 too. Maybe I should watch another channel :P

The Draft


The Deck


Match 1 vs U/W Panharmonicon


Match 2 vs B/W artifacts


Match 3 vs B/R Artifacts


Things:
Refurbish is an awesome combo with Ovalchase Dragster basically turning Refurbish into Unlicensed Disintegration...I imagine it would work equally well with Fleetwheel Cruiser

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 Post subject: Re: [KLD] draft
PostPosted: Tue Oct 25, 2016 9:47 am 
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Quote:
P1P10: Fireforger's Puzzleknot over Weldfast Monitor because I'm getting a bit nervous about my early game and removal?


It's pack 1 and Fireforgers Puzzleknot is bad.

Quote:
P2P3: Consul's Shieldguard over Thriving Ibex, Thriving Rhino, and Built to Smash because I think Consul may pair up well with Dragster and I don't realize my white is fairly disposable right now.


I think the pick here is Built to Smash?

Nice work. Your deck highlights why red can be tough to draft.. no 2 drops!

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 Post subject: Re: [KLD] draft
PostPosted: Tue Oct 25, 2016 1:18 pm 
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That's why people pick Thriving Grubs very highly. It's simply a necessity if you want a red aggro two drop.

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 Post subject: Re: [KLD] draft
PostPosted: Tue Oct 25, 2016 1:46 pm 
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Zenbitz wrote:
Quote:
P1P10: Fireforger's Puzzleknot over Weldfast Monitor because I'm getting a bit nervous about my early game and removal?


It's pack 1 and Fireforgers Puzzleknot is bad.

Quote:
P2P3: Consul's Shieldguard over Thriving Ibex, Thriving Rhino, and Built to Smash because I think Consul may pair up well with Dragster and I don't realize my white is fairly disposable right now.


I think the pick here is Built to Smash?

Nice work. Your deck highlights why red can be tough to draft.. no 2 drops!


P1P10: Totally agree. I was way off since Weldfast is pretty ok. I hadn't tried this particular puzzleknot but had seen it drafted in a few videos to moderate success and saw some neat decks abusing it as an artifact. Definitely nothing impressive though.

As for the other one...I'm not a huge fan of Smash, although I guess it goes just as well with Dragster. I don't like how it can only be used on the attack. I figured Consul was a body that gave energy and had a reasonable upside. Although I still don't know if Ibex would have just been better. Neither of them would have made the final deck...so I don't know.

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 Post subject: Re: [KLD] draft
PostPosted: Fri Oct 28, 2016 6:43 am 
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Ok, so I recorded my latest draft and uploaded it to Youtube...it was a garbage draft lol. I'm thinking the channel will be dedicated to terrible luck ;-)

https://www.youtube.com/watch?v=6eYqA6f ... GU2W5M-idp

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 Post subject: Re: [KLD] draft
PostPosted: Thu Nov 17, 2016 12:35 pm 
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So, we are now all well-versed in the format, and I have a question for all of you: it's game one of a draft match, you are going second. Which land you really don't want to see on the other side of the table? And which one makes you happy?

my choices

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 Post subject: Re: [KLD] draft
PostPosted: Fri Nov 18, 2016 6:04 pm 
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1 Fretwork Colony
2 Thriving Grubs
2 Thriving Rats

1 Lawless Broker
1 Prakhata Pillar-Bug
1 Renegade Freighter

4 Maulfist Squad
2 Aetherborn Marauder
2 Ambitious Aetherborn

1 Chandra's Pyrohelix
1 Die Young
1 Demolish
1 Essence Extraction
1 Rush of Vitality
1 Subtle Strike
1 Tidy Conclusion
1 Welding Sparks

8 Mountain
9 Swamp
[/list]

Didn't record my sideboard, sorry. I started with Red black aggro artifacts, so I got some of those two drops, but when I got 2 Aetherborn Mauraders pack three, I reevaluated my strategy.

Kicked everyone's butt. Can't block a 4/2 menace when I keep killing your creatures. And Rush of Vitality on my double blocked Maulfist Squad is beautiful.

Ambitious Aetherborn didn't have counters as often as I imagined. :( ! Maybe because I was playing aggressively and my creatures are fragile and traded. A 2/2 flying lifelink for 4 didn't feel too bad though; it finished off stabilized opponents while keeping me alive.


P.S. I made zero servos

P.S.S. since you are probably wondering what rares I drafted and did not put any of in my deck, P1P1 Cloudstone Curio, P2P1 Fleetwheel Cruiser, which I should have maybe ran instead of an Ambition Aetherborn, and P3P1 was some artifact creature that costs 20 mana or something I didn't take I dont remember the details.


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 Post subject: Re: [KLD] draft
PostPosted: Sun Nov 20, 2016 5:09 pm 
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I'm not a big fan of this draft format. Unsure what it is...


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 Post subject: Re: [KLD] draft
PostPosted: Wed Nov 23, 2016 12:19 pm 
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Zlehtnoba wrote:
So, we are now all well-versed in the format, and I have a question for all of you: it's game one of a draft match, you are going second. Which land you really don't want to see on the other side of the table? And which one makes you happy?

my choices


I can't help but agree, it would be Island 1st then swamp. I don't want to see Forest over there. At 1st I thought G/B was the best combo, with Armorcraft judge and Ætherborn Marauders, maybe even get Animation Module + durable handicraft. However the more i observed and played I think B/W ggrrriiinnnddd is the best deck. especially if you can get 1 bomb ETB creature. because the white will blink it and the black will re buy it.
but i think Green is the best color due to the common creature curve. they are all slightly above the curve in value, and a couple come with versitale ETB effects
commons
2 drop 2/3
3 drop 2/3 swings as a Brimaz 3/4 Thrino can swing through any other colors common 3 drop, not trade, or bounce but would eat.
4 drop 4/4 trample
5 drop 4/4 swings 6/6 trample


Personally I still am loving the format, maybe cause i'm yet to build Invent some of the combo's , or because online leagues or so convenient. I've done so many i can play along with LR when they do the "what card did you draft most" currently it's Prophetic Prism. This format will probably finish top 3 draft formats i've played

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 Post subject: Re: [KLD] draft
PostPosted: Thu Nov 24, 2016 12:11 am 
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Yeah, T2 fretwork colony or longtusk cub is the worst to see. Followed by T2 Dhund Operative into Renegade Freighter.

Blue is clearly the color that guarantees you'll have time to do something, but I guess if you had a really mid-ranged deck it might get you sweating a little.

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 Post subject: Re: [KLD] draft
PostPosted: Sat Nov 26, 2016 3:48 am 
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Did any of you lose to decking? I did, and it was a bad feeling. That Minister is just so dang fast. It's hard to attack profitably into a 2/5 Turtle. I'm sure I' don't know how to build that deck, but it went 3-0 in the league.

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 Post subject: Re: [KLD] draft
PostPosted: Sat Dec 24, 2016 1:32 am 
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Managed to draft my favorite kind of deck: Midrange value grindfest. More specifically BW artifacts.

Went 2-0-1 and that definitely would have been 3-0 if game 2 of match 2 hadn't gone forever, but such is life.

MVP was definitely my 2 copies of Ovalchase Daredevil. Card is busted in limited.
Pack 1 Pick 1 was Panharmonicon, and I the cards I just kept getting fed were BW etb triggers so off I went. =D

Creatures (14)
1 x Servo Exhibition
1 x Aviary Mechanic
2 x Thriving Rats
1 x Chief of the Foundry
1 x Foundry Screecher
2 x Glint-Sleeve Artisan
1 x Fairgrounds Warden
1 x Weaponcraft Enthusiast
1 x Snare Thopter
1 x Restoration Gearsmith
2 x Ovalchase Daredevil


Non-Creatures (9)
1 x Metalspinner's Puzzleknot
1 x Sky Skiff
1 x Underhanded Designs
1 x Impeccable Timing
1 x Revoke Privileges
1 x Acrobatic Maneuver
1 x Diabolic Tutor
1 x Ovalchase Dragster
1 x Panharmonicon


Lands (17)
9 x Swamp
8 x Plains


Sideboard (19)
1 x Renegade Tactics
1 x Ceremonious Rejection
1 x Built to Last
1 x Night Market Lookout
1 x Inventor's Goggles
1 x Torch Gauntlet
1 x Metalspinner's Puzzleknot
1 x Narnam Cobra
1 x Impeccable Timing
1 x Subtle Strike
1 x Herald of the Fair
1 x Fortuitous Find
1 x Bomat Bazaar Barge
2 x Thriving Ibex
1 x Prakhata Club Security
1 x Self-Assembler
1 x Ambitious Aetherborn
1 x Engineered Might


I looked through my sideboard a little, but I never actually swapped out any cards between games in a match. The deck just did its thing and if my opponent couldn't deal with my relentless recursion of Ovalchase Daredevils then I ground them out. The plan seemed to work fine for me and I never saw anything that made me want anything in my sideboard over anything that I already had in the deck.

I think this may end up being one of the limited decks I keep together. The synergy in this deck is just such a thing of beauty.
One weird thing I did notice though. I put Diabolic Tutor in the deck explicitly to fetch Panharmonicon, but I whenever I cast the tutor I never went for that card (and I did cast the tutor several times over the course of the night). But I was also never sad to see the tutor because it let me find whatever card was right in the situation. Oftentimes this would be an artifact or fabricate card to get back one or both of my Daredevils back to my hand. It was really weird, but my deck was just grindy enough that I either inevitably got a window in which I could take off my turn from doing anything that affected the board to cast the tutor or the game had gone so long that I could cast the tutor plus whatever I tutored for in the same turn.

That said I did get panharmonicon down twice (or was it three times...don't remember) tonight. Things I double triggered:
fairgrounds warden
weaponcraft enthusiast
restoration gearsmith
metalspinner's puzzleknot

The most sickeningly value riddled play I made was gearsmith, grabbing puzzleknot and enthusiast, casting both of those, drawing two cards, losing 2 life, making 4 servos and grabbing both copies of ovalchase daredevil out of my graveyard. Sadly I was at 3 life when all this was said and done and my opponent managed to retrieve his Multiform Wonder from under my fairgrounds warden and kill me. I may have died, but I died happy given that turn. :)


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 Post subject: Re: [KLD] draft
PostPosted: Mon Dec 26, 2016 3:06 pm 
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Why didn't you run Fortunious Find or Bombat Bazaar Barge ??!!
They seem 10/10 in this kind of deck ! First one gives you guaranteed 2 for 1, cause you won't draw lands, and also gives you LOTS of choices to get. Second one is sweet artifact to recur with Gearsmith, and a sweet Panharmonicon combo, aside from being generally solid.
Cutting Sky Skiff, cause it s...s, and Snare Thopter, cause it is not of this deck. Or leave Thopter, cause it's an artifact, and remove Foundry Screecher instead, cause similarly to Thopter it is not for this deck. Or get rid of a land - you don't have a single card after CMC 4.

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 Post subject: Re: [KLD] draft
PostPosted: Wed Dec 28, 2016 4:23 am 
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This deck is remarkably low on win conditions. You're just waiting on your opponent to run out of cards. Which may or may not happen. You also don't have a lot of card draw, just Puzzleknot and Maneuver, so you can't count on getting your combos online reliably.

Two cards that should definitely be in the deck are the Barge and Subtle Strike. Barge is just great value, with or without Panharmonicon, and one of your few ways to deal with large threats. And Strike is probably the best combat trick in the set, which is saying a lot as Kaladesh has a ton of great ones. Keep the flyers, as evasion is one of the ways to win with a grind deck. I'd just swap the Tutor for the Barge, and play Strike over a land. I'm also not a big fan of Impeccable Timing. Some combat tricks can make you really regret you're playing with that, especially if you decide to use it to kill an unblocked attacker. Depending on what your opponents were playing, Inventor's Goggles might have been a better choice.

But deck looks like a lot of fun, at least for you :)

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