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wei
Jul 27, 2006

CharlieFoxtrot posted:

It feels like another lifetime that I thought I could keep up with the top 1200 when even the pros who have played for years are fighting tooth and nail on the last day lol

https://twitter.com/h0lydiva/status/1565030691754196994

Maybe I will leave behind all that bad energy. New thread, new day

Yeah top 250 ladder is very difficult. I'm not good enough to get there playing Premier normally but I've exploited quick drafts to squeeze in. For limited it takes a consistent 65% bo1 winrate; it's probably in the 70s or higher for bo3 constructed. Best to ignore mythic rank unless you really want to do the qualifier weekend, and even then the play-ins are probably a more reasonable way to get in.

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wei
Jul 27, 2006

CharlieFoxtrot posted:

Event #5

https://www.17lands.com/draft/720f13cb19564e918ca9eb88525e2152
Opening a Lightning Strike in a pack without anything else very good, and then an Electrostatic Infantry pushed me in the spells direction. Blue was there well enough, but after initial powerful red cards there wasn't much else, I didn't get the fixing early and it dried up, and Raff, Weatherlight Captain wheeling tempted me to consider White.

After looking at this, the white picks I got don't seem to jive very well? I don't think Wingmantle Chaplain will work with just two Defenders... I also got two Micromancers and only got two 1-mv spells so I guess one of those wizards is staying home. Theoretically I could be Azorius with a red splace

I would have mostly done the same, but wouldn't have specced on white in pack 2 especially after a P2P5 Balmor. There was P2P1 Impulse > Chaplain, P2P6 Impede Momentum > Captain's Call, and P2P11 Tolarian Terror is blue's best common imo over Artillery Blast. The way the draft is going it's unlikely you pivot into defenders.

UR looks better to me I think, but it's only day 2 so I'm not super confident. Raff isn't worth splashing because UR tends to be light on the board. I think you're possibly underrating Essence Scatter and Tolarian Terror which are auto-includes for me (looking at your 2nd deck on 17lands).

https://sealeddeck.tech/E1lnMUL5yx UR
https://sealeddeck.tech/l8DEDVLfK0 UW (not splashing because you have no fixing)

wei fucked around with this message at 00:25 on Sep 3, 2022

wei
Jul 27, 2006
Yeah the fragments are dorky but they can be real threats sometimes. I would run 17 lands usually but with 2 cantrips and a bunch of card selection 16 should be fine. Terrors get really cheap with said cantrips and Impulses and getting them to cost less than 3 has happened more than I've expected.

Counterspells are good with Impulse yes, and Essence Scatter is really strong against etb kicker creatures or just as to counter their 2 drop while you build up to cheaper Terrors. Less thrilled with Negate and the Cancel variant but they should play fine with the other things you have going.

Edit: mana base should def be 9u/7r or even 10/6

wei fucked around with this message at 01:37 on Sep 3, 2022

wei
Jul 27, 2006
You can definitely do slow domain stuff in Bo1, these decks went 7-1 and 6-3 respectively. Not sure why 17lands registers the second as 1-3 but if you click through to Details it should show the correct record.

https://www.17lands.com/deck/43821ebc34fc4e9c933c760cab31cc33
https://www.17lands.com/deck/b172f7aca7634445a8d03251e4ea5d17

wei
Jul 27, 2006

Kashuno posted:

I do not care if micromancer ends up being the #1 best card in DMU somehow, my brain’s wired to tell me that card is stone unplayable and I will never ever play it.

It's nearly always a 4 mana 3/3 that draws you a card, there are a ton of good 1 mana spells in the format

wei
Jul 27, 2006
Long post ahead, hoping to summarise what I've learnt from the first weekend of drafts and 17lands stats.

White
One of the deepest colours in the format, it has a strong theme within the colour, and it pairs well with the other 4. For most part it's a go-wide deck that does chip damage and eventually builds a board that can alpha strike.

Key commons


Honourable mentions/Role players


Captain's Call and Argivian Cavalier both do exactly what White wants to do.
Take Up the Shield - A really solid combat trick, akin to Feat of Resistance in M21. Lifelink is really good and swings games, despite Indestructible being less flexible than Protection.
Destroy Evil - It appeared surprisingly high in the stats (2nd highest W common) and as it turns out it's quite worthy of the maindeck. Usually finds a target eventually, good against Domain decks' big creatures and is extremely efficient.
Citizen's Arrest - Not high on my pick order but still a solid removal spell. Strikes against it are that it isn't an instant or sorcery, the Domain decks prefer Artillery Blast or removal in another colour, and it's vulnerable to Destroy Evil blowouts.

WU tends to also have an instant/sorcery theme and a few flyers.
WB is a little more attrition based. Black has removal, Phyrexian Rager, and Phyrexian Warhorse. Elas il-Kor and Phyrexian Missionary in particular are strong pulls to this deck.
WR wants to be more aggressive but it can also patiently go-wide. Heroic Charge can be kicked in this pair and the 2R haste 3/1 (see below) is a serious threat in the late game.

Blue
The other contender for deepest colour. The theme is instants/sorceries and it also has great tempo tools (Geyser, Scatter).

Key commons


Honourable mentions


Phyrexian Espionage - Divination is just good in this format. The 1B kicker is a nice bonus but it's still good without.
Tolarian Terror - Not that difficult to get it to an absurdly low mana cost with Blue's cheap spells.

UB usually ends up being a reactive deck in my experience. While it has access to great 1-1 interaction it still needs good top-end and 2-for-1s. There's also cute self-mill deck in this pair that runs the 3/1 mill 3 guy, War-Leech, and the 5/5 deathtoucher.
UR is one of the more clearly defined two colour archetypes. It can have really explosive starts. Balmor (UR 1/3 bird) and Electrostatic Infantry pull me into this deck.

Black
I'm not sure yet how to draft decks with Black as the main colour. It's a great support colour but it needs more depth or uncommons/rares to be the base colour I'm drafting around.



Extinguish the Light - Harder to splash but unconditional removal that sometimes comes with lifegain is really nice.
Tribute to Urborg - Usually want to be in Blue/Domain for these, but the 1st copy is probably still good enough.
Shadow Prophecy and Urborg Repossession - These two are very good in the Domain decks. People have joked on Twitter that Prophecy is Dig Through Time. Repossession is the best common value engine in Domain, the gain 2 is huge.

Red
Same as Black, I see it as a support colour really. It wants to be an aggressive colour but a lot of its common creatures are medium. I'm mentioning some of its better creatures here but they each support specific archetypes.



Meria's Outrider - In a Domain deck it's a 4/4 Reach body that domes for 3-5 on ETB, very nasty if you can reanimate it.
Ghitu Amplifier - Enables UR's explosive potential, kicker is a nice bonus too.
Keldon Strike Team - Great in WR because you can kick it reliably, pretty mediocre otherwise.

Green
This is the base colour for the multicolour domain decks. Most of them are midrange value piles. I'm doing this colour differently because it doesn't really have any pulls at common. The best way to get into this deck is by picking the Domain uncommons or bombs in other colours before solidifying in Green with the commons.

Key uncommons


All of these are great and pull me into the Domain deck. Brawler can give the deck an absurd start. Ancient helps you turn the corner very quickly. The saga has been surprisingly good, 1/1s are real cardboard and the final chapter can push a lot of damage. There are also some gold uncommons that are great in this deck - I really like these three in particular:



Commons


(Tapped) Duals - The pick order depends on the draft meta and my current pool, but in a vacuum I would pick the Gx ones over the G commons. If I know I'm in a colour for sure then half-duals get the nod too.
Sunbathing Rootwalla - 2 drop that's still good in the late game.
Gaea's Might - At the baseline of +2/+2 it's a fine trick, but with 3+ Domain it's so good of a trick that midrange decks would run it.
Floriferous Vinewall - Depending on the number of duals in the deck it can get close to being a source of fixing. 6 cards is a lot to pull from. I would rather have actual duals but these can also do the job. They also synergise with our bonus archetype.

B or U are the usually the 2nd base colour for these decks. They both have the card draw/value that G lacks on its own.
GRx can be a more beatdown-slanted midrange deck if red is somewhat open. The cheap removal is obviously good and Meria's Outrider is a huge threat to the opponents' life total.
GWx goes wide but its gold cards aren't amazing. The real pull into this one is Strength of the Coalition (G +2/+2 trick, kicker 2W put a +1/+1 counter on everything).

Defenders
It turns out that this deck is actually really good! It's all thanks to this card:



It's one of the best performing cards in the set. Shield-Wall Sentinel being able to fetch it makes it very consistent. I would slam pick a Chaplain if offered one, but I'm hesitant to draft Defenders before then because the other payoffs are merely just okay without the Chaplain.


The nongreen decks can splash too, there's synergy overlap across most colours. Off-colour kicker or light Domain can sometimes be worth it but it'll largely depend on how free the duals are in a particular pod.

It's only been a few days so I'm going to be wrong about some things, and yeah the meta will shift over time. I feel like these drafts have been the most difficult in recent sets with a lot of potential paths and builds, and there are definitely oddball cards and builds that are strong but we've yet to identify. Hope this helps those diving into the format fresh!

wei
Jul 27, 2006

CharlieFoxtrot posted:

Event #11

https://www.17lands.com/draft/73a4e953dbb84958b7a9952f93cb5612
4-3

P1P1ed an Archangel of Wrath but I don't think I built properly around it. I got a fair bit of red starting with Defiler of Instinct, and Tori in pack 2 cemented that. The green picks look like brain farts in retrospect, especially missing the Argivian Phalanx in P1P5. I speculated on trying to build up black and there were a few cards that seemed worthwhile but I did not get fixing (I don't know that taking a BG dual over Skycleaver would have been correct though).

Aside from the first game I posted, I could not be too aggressive, and without early pressure I couldn't end games quickly and I was lucky to come out positive just by the Angels blasting everything and Defiler shoring up the line. Every loss was to green stompy decks -- I feel like I could have taken those out if I were faster and my 4-drops were actually finishing the job. I ended up having to use Heroic Charge defensively which was not great lol

I'm not interested in splashing in WR. I would hope to draft an on-colour dual or two for Archangel's B kicker but Braids (BB) is not splashable.

P1P2 Elas > Defiler. P1P4 Flowstone Infusion > 3/4 angel. I think Maro in P1P5 is a good speculative pick because I don't mind giving up a Phalanx. You did pick up on this but yeah, in WR you still need to curve out and pressure early. Cards like Phoenix Chick, Samite Herbalist and the 2/2 ape aren't the best cards but they would have been fine picks in packs 2 and 3.

wei
Jul 27, 2006

CharlieFoxtrot posted:

Thanks, that makes sense. I lucked out in jamming in a Vodalian Mindsinger into my previous BG deck, but maybe that worked better because I wanted to play the long game anyway. Based on how I played NEO, I guess golgari value piles just jive with how I play a lot better than other archetypes lol... In the postmortem it became super obvious how I only had one two-drop in the maindeck and maybe I should have even considered playing the Faithbonder just to have a body.

I am also still getting a sense of when to grab lands in the draft, and if to speculate on dual lands if they touch a color. In SNC it felt like you had to pick them up pretty quickly. And I think by the end of NEO the content creators (especially one of the Lords) seemed high on grabbing lands early to enable whatever bomb you might open in p2 or p3.

Yeah that's exactly it, the games go longer and these decks rarely run out of things to do so the sketchy splashes eventually come into play as long as the deck isn't overloaded with them.

This rule is very rough because every pick is so contextual, but if I'm a mostly 2C deck I'm valuing the (half or on-colour) duals above replacement commons. If I start out with good Domain payoffs I'd pick duals over most commons, sometimes over good removal.

wei
Jul 27, 2006

Mike N Eich posted:

Am I a scrub or is Salvaged Manaworker an awesome include in this format? There aren't that many great two drops, its colorless, the 3 toughness is relevant and the mana fixing is great. I've found having one in my decks is super nice, almost always.

I've had to play it in Sealed and one or two drafts but I don't like doing it, there's just very little room for cards that don't contribute value or synergy.

wei
Jul 27, 2006
If anyone has any interesting sealed pools or just want an opinion please feel free post them, I need practice for an RCQ this weekend.

wei
Jul 27, 2006

Lone Goat posted:

Here's what I had, let me know what you ended up with

https://sealeddeck.tech/s1Heia0bld

I put together this after 10 minutes of poking around https://sealeddeck.tech/HtgPHRBXsd

This was a really interesting one, thanks!

My initial thoughts were to go Green https://sealeddeck.tech/UxBF4PyO98. Quirion Beastcaller and Guardian of New Benalia (and Squee!) are the top 3 OH WR cards on 17lands, so you potentially have a very explosive early game. The manabase is a bit sketchier but there should be enough early plays with 14 W or G sources. Relic's fixing is good enough and it's cute with Zar Ojanen. I also end up with less interaction but it's still a decent amount? Possible that Lightning Strike should be second Geyser because we have so many blue sources.

Also looked at this rough WBx build https://sealeddeck.tech/oot1qEZSdf because there's a decent mill package and Bone Splinters there but I think WGx and UWx are both better.

wei
Jul 27, 2006

quite stretched out posted:

i have this sealed pool that i opened for the midweek phantom sealed thing with two immediately dead-feeling rares/mythics before i even looked at the rest of my cards (timeless lotus and rivaz of the claw (cos i didnt open any dragons)) if you want to have a look

https://sealeddeck.tech/hOiozlEwUB

i ended up building this out of it and i think it took me 5 matches total to get the 3 wins? there is probably something better in there but im still very fresh coming back to the game and also was trying to build it on the mobile client lol

https://sealeddeck.tech/ULKFNWc7IC

e: you can tell i was doing it in the mobile client cos i for some reason ran it with 42 cards lol

Yeah this is a tough pool. It's light on interaction and most of it is in a shallow colour.

In your build I would have run more duals and the Rootwallas, they're pretty good.
I would have built base UG https://sealeddeck.tech/bR83p2bSrL. Between the fliers, Tatyova, Outrider and combat tricks you can do a lot of damage out of nowhere.
There's this cute reanimator thing https://sealeddeck.tech/xYK97MnFDF that almost comes together but we don't have enough good targets.

SalTheBard posted:

I know I don't ever offer help (thats because I'm terrible at Limited BUT I TRY!)

I have this sealed pool that I think might be the hottest piece of poo poo ever, I'm having trouble even trying to figure out what direction to go. Could anyone please offer me advice?

I like BGx https://sealeddeck.tech/BO15JdgvBp for the self mill package it has going. I'm putting a lot of creatures in so the Writhing Necromasses get cheap fast and we get 9 green creatures that can trigger Defiler.

wei fucked around with this message at 17:34 on Sep 7, 2022

wei
Jul 27, 2006

kalel posted:

paging the deck doctors. after loving around in the freebie mwm phantom sealed I entered an event for the real deal (bo3) and I think my pool is less than stellar

configuration 1 is esper, config 2 is rg splashing b

I think the first has better card quality but the second is more consistent (except for the black splash which feels necessary for lack of creatures (e: maybe I should change this to a white splash)). I might side into one or the other depending on the matchup but I'm curious what the thread thinks

https://sealeddeck.tech/aefhyNhgBU BGx looks pretty good to me. Could see cutting Meteorite for Tribute, Strike or Might.


Squiggly posted:

I'm as close to mono-w as I can get, correct? Looks like almost every card is playable and good. Not sure on if I should look to splash something else, red seemed to fit the theme and curve the best. Do I splash w/x taplands for the two domain cards? Didn't seem worth it

Deck: https://www.17lands.com/deck/bb4799fd71cc40448c40ec9cfdb2890e/1

Pool: https://www.17lands.com/pool/bb4799fd71cc40448c40ec9cfdb2890e

https://sealeddeck.tech/LByhVbmuxP

Splashing the Green cards that contribute to the plan makes running Domain worthwhile and 6 taplands is fine. We don't need removal that doesn't remove blockers (Artillery Blast, Runic Shot) when we're trying to be the beatdown.

wei
Jul 27, 2006

Urcher posted:

I'm very new to sealed, I'd love some advice on this deck

https://sealeddeck.tech/IEsbvaWKKM

https://sealeddeck.tech/qjrehZonPc

Not a lot going on in colours other than G but I think the blue cards are good enough to be the 2nd colour. There are too many creatures with similar powers in your deck so Threats will only draw 1 creature too much of the time.

wei
Jul 27, 2006

Lone Goat posted:

Yeah I tried a WG base since I had the two uncommons but going deeper on those colours with the Junipers and Sentrys and splashing other colours less (no Ertai, Squee, for example). Why only play one each of Lightning Strike or Tolarian Geyser?

It should just be 2 Geyser and no Lightnings, I couldn't decide between the two initially. Straight WG does look very consistent and could be good at getting under the greed piles.

kalel posted:

:pwn:

I can see bgx but I think fires of victory and sprouting goblin as two drop splashes + relic and meteor to support them and the dimir cards is getting way too lost in the sauce. I would sub those four out for splatter gob, tribute, defiler of flesh, and hexbane tortoise. lower average card quality but more consistency. I'd probably cut the two dimir cards too and just go jund with a couple of white cards and cards with blue kicker costs

Can you explain your thinking here?

It's an extremely grindy and greedy format, between B and G you have more than enough early plays to buy time for your splashes to come online. Defiler is mostly just a 4/4 menace body with so few black permanents, Splatter Gob and Hexbane Tortoise are extreme filler so I really want to avoid playing them in Sealed.

The red cards are still good late, and you have 4 red duals that go with your main colours. Gaea's Might and Tribute to Urborg can come in over Rona/Meteorite. Vohar I'm keeping because it's great with Urborg Reposession. Your graveyard package is the best part of this pool so I'd try my best to run all of it.

wei
Jul 27, 2006

Waffleopolis posted:

Need a bit of sealed help here. Here's a pic of my pool:

Link to the deck text

Blue is absolutely the star color of this. 4 Soaring drakes, Haughty Djinn, Deflier, two Tolarian Terrors and a couple of counters. Black is weak, so is white and green, but red also has solid use. Biggest problem is I got some bombs such as Shanna and Nemata but they dip into the weaker colors and no mana fixing. Sadly I can only choose one. What would be the best color for this pool?

https://sealeddeck.tech/521Vyra5dj URb is the obvious build to me, it's very synergistic for a sealed deck.
https://sealeddeck.tech/Ufj8TTL37O This is the fun grindy 5c build. There's a ton of removal, duals and two Reposessions so there's a good greed pile. The Shanna splash is a little out there but you have a lot of lifegain triggers in this deck. You can discard the her or creatures you can't play to Goblin Picker, and get them back with Repossession later.

Tezzeract posted:

Any tips on this pool? I was thinking BR(U), but there's weird tension between the aggressive part of the red pool and the grindier parts of the BR pool.

https://sealeddeck.tech/1GF11KAmUd

https://sealeddeck.tech/LwTEg3yfYy Not a lot duals or powerful cards in this one, so I would just try to get under your opponents. Fortunately your twos are pretty good at that and 3 Outriders can get in the last points of damage.

wei
Jul 27, 2006

kalel posted:

hard mode: sealed with only a single dual land

despite the lack of land-based fixing, three deathbloom gardeners and two micromancers means I'm very incentivized towards UGx. white is also a draw with all the token makers and payoffs (protector, charge, argivian). my instinct is to do rw, but leaning into the multicolor pile life seems like the place to be.

Glad the last one worked out!

Yeah opening only 1 dual is sad. I don't know if I want to be multicolour because all the fixing costs 3 mana and there aren't many good cards to splash. Your instinct is correct I think, WR is the most coherent deck I could come up with and it's close to a good WR draft deck. I tried building UR but it was missing a few playables and the cheap interaction that deck needs to get Amplifiers through.

https://sealeddeck.tech/u9NQ3K1Fpp

wei
Jul 27, 2006

Boxman posted:

Anyone feel like looking at this draft? I posted about it earlier, ended up at 5 wins (but I'm in shitter tier, so it doesn't mean too much).

https://www.17lands.com/draft/d4435a5471f543ba829d1378c0679e65

I feel like GB was open - starting with pick 8, I got a tear asunder, Soultender, Sojourner (which is sorta whatever in this deck), and then a Bonerattle wheeled. A Loamspeaker P3P5 certainly convinces me there was no one to my right in green, but the deck just didn't come together perfectly. A little clunky and slow. I thought 2x Miasma would carry me through the quicker games, and they did help, but it wasn't enough.

Play wise, I know i screwed up here and there. I get greedy with tricks a lot, and I just straight up did the math wrong resulting in a loss at one point.

There was discussion about this earlier but the first two picks I'd probably have gone Rager into Extinguish, but your picks are defensible.

P1P3 I'd take Bortuk here because it's a strong pull into the domain/graveyard deck, crazy that it wheeled.
P1P4 I like Necromass but usually try to get them later, or wait until I have Soultenders or War-Leech. I'd speculate on the dual here.
P1P5 Tribute > Interference
P1P7 Scatter > Prophecy
P1P10 Espionage > Sojourner

P2P5 I like the last pick a lot, with 3 self-mill creatures in the deck I'm very interested in Urborg Reposession over the dual. I know we need duals but at this point I'm leaning harder into the self-mill stuff than Domain.
P3P2 Mossbeard Ancient is so much stronger than Sojourner, with your self-mill and raise dead effects it's not difficult to play it a few times in one game.
P3P10 You have enough 3s, Magnigoth Sentry is a very good body in these decks.

I would have played Tatyova in the deck for sure, over the 2nd Miasma. +1 Island -1 Swamp gives a decent enough mana base for her and you usually want to play her turn 7 if you can help it anyway. I think Gaea's Might is just a little better than Strength of the Coalition here but less sure about that.

wei
Jul 27, 2006

Boxman posted:

I think the mistake that ties a lot of the mistakes together was hedging toward domain a bit too much. Some of this is probably a fairly specific leak (I had just come off of some success with domain over in Sealed), but more broadly, do you have any thoughts about balancing the need to hit domain with Bortuk (and to help out the other, admittedly less important domain cards) with cards for the main theme of the deck? This feels like it'll be a running theme of the format.

You would have to evaluate your pool and cards on a case-by-case basis throughout the draft, which is why I find the drafts so interesting. Bortuk's fail case is a 6 mana 4/4 Gravedigger, which is still okay to good. You have 2s and 3s plus self mill, so it's likely you would get use of the Domain effect by the time you get to 6 mana.

Sojourner is an awkward one because it's not worth it till you get 4 or 5 types, but you would still include for War-Leech and creature count. Rootwalla (and Prophecy) I think are fine at 3+ types, I've played Gruul beats with a few duals.

wei
Jul 27, 2006
That's the beauty of this format, there's support for a lot of archetypes. I personally would pick a number of uncommons over red defiler because I see it as a B. There are a few cards at common in that 4+ mv slot I'm also happy to run that aren't much worse than defiler.

Speaking of GRx domain I've been enjoying it, I get to run combat tricks that are also Dark Ritual with the 7R 5/5 trample monstrosities. And the best common in the format, Lava Axe that comes with a 4/4 reach body.

wei
Jul 27, 2006

Kashuno posted:

Anyone want to take a look at a very rough set of sealed packs and give me their thoughts on what to play? 1 playable rare (and 3 painlands) and nothing really is jumping out to me here. I think I have to play black because double bone splinters is all I really have for removal, maybe black/red splash green for radha and blue for rona's vortex? Pool feels like a low powered mess

https://sealeddeck.tech/17lands/pool/bfd8a4469f3645968f660ff255059e2d

https://sealeddeck.tech/9U00j6NSJQ

Something like this? I'm phone posting so I can't do a proper build. White gives you Aron and fodder for Bone Splinters. The defender package is small but okay, hopefully you can recur Wingmantle Chaplain (you can sac her to splinters or the rare Cleric). You can splash any third colour for relatively cheap, I just went with blue for Micromancer and another interaction spell. Essence Scatter is playable too.

Edit: I'm not entirely sure about the defender package, I really dislike running Drawbridges

wei fucked around with this message at 14:43 on Sep 9, 2022

wei
Jul 27, 2006

Network42 posted:

https://sealeddeck.tech/KkeOTU1icJ

I would love someone to take a look at this sealed pool. I can see at least 3 different shards to play, or try and push for the full 5 color soup and I'm paralyzed with options.

https://sealeddeck.tech/yFnwjgNrz4

GBu plays your best cards, it's packed with of 2-for-1s, interaction and creatures. Mana gets awkward with all the double and triple pips but it's probably worth the trade-off; it's also the reason I'm not going into 4th or 5th colours. I typically lean towards kicking Vineshaper in Sealed but with 3 I'm happy to play the first as a 2 to pressure or trade early because the late game is solid.

https://sealeddeck.tech/Sq9s6OCumu

This is my build of UR. I don't really like it because of the less good 2 drops and subpar spells. I wouldn't splash in this one beyond the duals for kicker because the other colours don't add enough to what needs to be a consistent deck.

wei fucked around with this message at 18:14 on Sep 10, 2022

wei
Jul 27, 2006
Probably going to be too late for most of these because I was busy playing paper magic (I top 8ed my DMU RCQ!!), but here goes

Fenris13 posted:

I would appreciate some advice on this sealed pool. I was thinking BU at first, maybe with a splash of wg for Shanna, but black is just too weak I think.

https://sealeddeck.tech/FKFWpNakYq

https://sealeddeck.tech/mgJT9NQWgt

Black looks great to me. I put in the mind rot for the Raven Man gimmick here, it should probably just be Gaea's Might.

Waffleopolis posted:

I am tired of DMU drafts. I can't get past 4 wins. Trying out one more sealed run.

https://sealeddeck.tech/GyS4y89ULo

Any ideas? It's red and something. White's too weak. Blue looks strong with Djinn and the bounce spells. Black weak but there's liliana, and green has some muscle. Either Izzet or Gruul.

https://sealeddeck.tech/4BhzhETH8E

Rx aggro isn't streamlined enough, and you have Reposession + Planeswalker and 2 sweepers so I want to be a greed pile. I'm not thrilled to play sorcery fixing but it's mostly there to enable Lili and the black sweeper's double pips, which should be worth it. The blue cards in the pool are really good but I think Jund has the best plan.

Quotey posted:

Sealed deck that feels kind of depressing: https://sealeddeck.tech/Fi0TUPzJyt

First thought was to try and take advantage of the 3 Outriders and do some kind of domainy Green/Blue/Black thing, but the lands don't really work out that way. Maybe just straight Blue/Black? Yeesh.

https://sealeddeck.tech/i0nFed9zG0 This manabase looks pretty good to me. I haven't really seen a good Threats Undetected deck, but maybe it works here? There's beef at 4, 5, 7 power and cards your opponent can't really let you have at 2, 3 power.

THE AWESOME GHOST posted:

Obviously going white but are the rares worth going dual color over ? Or look at good uncommon

export the pool to sealeddeck.tech and post it here, usually builds depend on the duals you open rather than the rares but yeah you have some good ones.

wei
Jul 27, 2006

kalel posted:

swag, congrats

I'm not really a sealed person normally, but I've been having a lot of fun with trad sealed this time around. It feels like a well-balanced set, you can make a deck out of anything. I've never put together a DMU sealed deck and felt like it was anemic or uncohesive. There's a lot of synergy and common and everything just fits together really well

thanks! I've liked it too, but I usually like the multicolour soup sealed formats. I agree most pools have viable builds, I think the ones I did in this thread were capable of at least a couple wins barring variance.

wei
Jul 27, 2006

Lone Goat posted:


Draft

Opened on blue cards but that dried up quick, and I've been hearing chatter about RG domain aggro that plays a bunch of cheap dipshits and trample creatures to then blast people out with enormous Gaea's Mights and Colossal Growths, and also using pump spells to get Molten Monstrosity out for cheap. Dark Ritual that also deals 3-5 damage to your opponent is pretty good? I took Iconoclast as a signal to go for it, and just grabbed whatever dumbass RG creatures and Rx/Gx duals I could, totally slopping it up with 3/3 vanillas. P3p1 Defiler of Vigor was a gift but also I don't think I triggered even once? A little short on green creatures and it was getting killed immediately almost every time. P3p4 Magnigoth Sentry maybe should have been Vineshaper Prodigy since I had a few blue sources, and it's fine as a bear in my deck.

This not the ideal build at all, but the core shell is there. Enlisting Coalition Warbrute while you have Gaea's Might in hand is extremely rude. Picker did its job as a cheap beater then rummaging past lands to find kill spells. Two losses were from playing a total buffoon. No math alpha strike a turn or two too early that was extremely not lethal and left me open to a game-losing counterattack, and a game where I was running from ghosts playing around tricks that didn't exist, and took like 8-10 damage I just didn't need to.

If you want to dunk on some fools, give Gruul a try. You NEED the pump spells, Monstrosity and Outrider are great, some removal and just a parade of cheap dopes. I didn't splash around in this deck, but you have a lot of options available you're taking lands for domain.

And sometimes you can just do nonsense like this



Result: 7-2 in platinum

I like the pivot, would have been hard to give up the early Vortex and Geyser. Spotting the open lane has felt more important this set than recent ones for sure. I almost want to take Brawler over Defiler P3P1 but Defiler's safer with only 2 duals in the pool at the time.

I've been loving the beatdown oriented Jund-adjacent domain decks too, they were my last two trophies. The first one is kind of weird with the 3 Amplifiers but it does the Gruul thing, definitely wanted more Monstrosities. Second one is more graveyard based but still very proactive for GBr. ncaa was talking about how Gaea's Might is the best G common and I agree, it's obviously great in these decks but still works really well for the slower G decks trying to turn the corner.


wei
Jul 27, 2006

Fenris13 posted:

For some reason I did not have 17 lands turned on for this last draft, it was a wild one. I could use some advice on what to cut.

https://sealeddeck.tech/949ZTzixJD

I am thinking the red dual lands should be replaced with basics, and just stick to WBg. Then the bortuk seems like a potential cut. Maybe 4 captains call is to many.

https://sealeddeck.tech/eVchUuFp9f

You needed more payoffs for going wide. The bulk of your deck doesn't do anything proactive (naked 1/1s and 3 walls) but you can grind with Braids and graveyard stuff. I'm not splashing for 3 mana 3/3s so I cut the badgers.

wei
Jul 27, 2006

CharlieFoxtrot posted:

Event #21

https://www.17lands.com/draft/829562a3cf854c429a7ee0c5d4a59bb5

Leaning towards a Bantish domain with this one after getting early Phyrexian Missionary and later UG legends. I don't think I got enough Domain enablers to easily get full domain -- weird to say it but I think I should have picked a Vinewall P2P1 lol? Instead I guess I'll focus on trying to keep consistent mana for the core, with green as the center color I think this is doable. It's pretty much efficient 2 drops where if I end up with the kicker great but the cards are good on rate regardless, into big chonkers and UG takeover cards. I could have seen a path where I picked up all those Talas Lookouts and went full UG but I think Destroy Evil might make the split worthwhile? What if I played Pixie Illusionist instead of Argivian Cavalier to better enable Full Domain lol

P1P3 WG dual > Phalanx. Phalanx is pretty average but a WG dual is really good with a Missionary + Treaty start
P2P9 Don't really care about Vinewall in what is looking like an assertive domain deck. I just take the WB dual here because that 1B kicker on Missionary turns it from a good to great card
P2P12 Captain's Call here? I don't see us running Scout the Wilderness
P3P1 Less sure about this but I would just take Rootwalla or a dual, we already have a copy of Destroy Evil and other interaction

https://sealeddeck.tech/8OjG9ryBlz

I added 2 Forests Swamp and trimmed 2 Islands Plains. As I said Missionary becomes that much better when kicked so being able to fetch a Swamp is nice. I could see going down to 9 G sources to get a better spread for Domain or keep 10 and run one copy of Scout the Wilderness. Not as concerned about W and U requirements because most of those cards are usually better off curve. I also went with 3rd Might over 2nd Destroy Evil but don't feel strongly about either configuration.

wei
Jul 27, 2006
if something has deathtouch, autoassign will assign 1 damage to each creature in order

wei
Jul 27, 2006


It took a bit of luck but I'm happy with how I played. Pool had some good cards but only 3 duals. Still not confident with the final build but I'll save that brain power for tomorrow.

https://sealeddeck.tech/9kts1wurXr empty deck if you want to try building it
https://sealeddeck.tech/jqUMDyR46L mostly what I ran, made changes throughout

wei
Jul 27, 2006

CharlieFoxtrot posted:

Interesting, yeah I have gone 1-1 so far and thinking about how things have played, I've gone -1 Plains, Charge, and Arrest / +1 Island, Negate, Wall.

Cutting Charge because I could never use it well, makes sense, and Raff's second ability lets me do half of that anyway. Cutting Arrest for Wall might be a bit wackier, but if I cut both double white pips the 10-7 mana base should be rock-solid, and I don't know how many threats Arrest would cover that aren't handled by the 2 Destroys and the 3 counterspells.

Wall has abysmal stats in general, but in UW it's actually borderline at 57.6%. Maybe it's being carried by the Chaplain deck lol, but I can see the play pattern working -- drop it to stuff early aggro so I can more easily draw-go, a defensive body to tap with Raff's ability, and I can loot away the Negate if it doesn't play in the matchup lol

The wall is pretty good in this shell imo, I think I also want 17 lands. Arrest I would only cut if you had more unconditional removal, definitely cut Charge. If I was considering a spell from the SB over the 17th land it would be Stall > Negate > Impede. Stall is another cantrip Terror discounter and is good in race situations with the Figments.

wei
Jul 27, 2006

Waffleopolis posted:

Reposting this just for some cuts ideas. gently caress it I'm going Bant



Need 8 cuts. Only fixing I have is Loamwever, Vinewall, and the tablets. Don't care.

Just....wanna throw something at a wall and see if it sticks.

https://sealeddeck.tech/inpGPLbKnt

wei
Jul 27, 2006
If anyone's looking to spend their Play-In points, I 6-0'ed on the first try with Sam Rolph's BR Anvil deck in the bonus Play-In event. It felt favoured against the decks I faced and was straightforward to pilot.

https://mtgazone.com/bonus-qualifier-play-in-event-guide-and-decklists/

Insurrectionist posted:

This was an interesting draft decision for me:


Go with a mediocre soldier and commit to a WB tempo deck with 2x Veteran 2x Elas 2x Charge, or try to pivot to a Chaplain deck with the defender?

I'm on Sentinel as the higher upside pick and you already have good ways to recur the Chaplain. I like Sleeper and think it's above average but you have a decent chance of making playables even if you don't end up running the Defender package.

wei
Jul 27, 2006

CharlieFoxtrot posted:

Is this "obvious trick, don't block" or "make them have it"


I think I just block here? They probably have a trick but I'm happy for them to spend a card and slow their board development this turn. Whelp and Love Song aren't great on defense so I'm inclined to protect life total and delay their aggression until I get more mana and options with the instants in our hand.

wei
Jul 27, 2006

King Keltair posted:

Had a moment of insanity and entered the open with the actually good players. Would appreciate any advice on my build before I play: https://sealeddeck.tech/gFTm3SkMX2

I built domain initially because Green seems strongest, but now I'm wondering if I should just play Boros Aggro.

Pretty sick domain deck with a walls package, I'd run it like this https://sealeddeck.tech/Iq9JDkjMbn

3 Vinewalls makes it fine to run 16 lands and gives you a very solid mana base. It's a bit low on interaction but I think the Black cards are better than going deep in White for Arrests.

wei
Jul 27, 2006

babypolis posted:

thanks for the suggestions, I ended up going with my build because all the top players recommend having a stronger deck over having a stronger manabase, managed to snag the day 2 invite with a 7-2 run

I end up with pretty much the same first 19-20 cards but yeah, you were just supposed to play 5c and all the 2 for 1s and big creatures.


Waffleopolis posted:

Giving Arena Open one shot because what the hell. Here's my pool.

https://sealeddeck.tech/sTIuT1ofWu

While W/U looks the eastiest build, I am considering Bant to work in Tatyova, Vineshaper, 1-2 senties, and maybe the Baloth and Bite Down. I got some fixing such as the robot and Relic of Legends (got 3 legendaries to ramp with). Got bombs with Defiler of Faith and Sphinx. You think it's worth it to add Green?

same thing here, https://sealeddeck.tech/FbYHY3VGk6. Not sure what the last cut is, prob Sojourner. could also see one of the white removal spells getting played

wei
Jul 27, 2006

babypolis posted:

out of curiosity, what cards did you disagree on? I think vivisector, sabotage, badger, and librarian were possible includes, maybe a lightning strike for some more cheap removal?

I stopped short of 23 but had this as the core https://sealeddeck.tech/wx6vWeNmm8

I like your includes of Terror, Vortex, Scatter, Broken Wings and Grotto. Don't really like Zar and Elas without more token stuff. They're kind of a free splash but I think cutting white just makes the mana a little better which also makes Manaworker unnecessary.

wei
Jul 27, 2006
Submit a ticket anyway, they didn't do a blanket compensation the last time this happened in HBG.

rip my 3 Nishoba Brawler deck

wei
Jul 27, 2006

Captain Invictus posted:

already answered above, but I said that because if someone casts a sheoldred on their second main phase and you don't have anything to cast/are tapped out on their turn, it will IMMEDIATELY move to your draw phase, automatically hitting you for 2 when you may have been able to nuke the sheoldred during your untap phase. Even if you windmill slam the force stop button it doesn't matter, once that sheoldred is being cast its merely going through a visual process on screen, in the game it has already moved to your draw step since there was no further action that could be taken at the time of casting, and the visual of the different phases changing is purely cosmetic, you cannot actually stop it unless you already had a stop set up prior to the sheoldred being cast.

I've seen it happen to streamers and it's happened to me a few times, it super sucks especially against most decks with her in it since oftentimes every single health point matters.

It was supposed to be patched, but it wasn't really. Not in today's standard weekend qualifier.

https://twitter.com/fireshoes/status/1581384033648246784?t=LV9zktCmcs765PzNyTfVOA&s=19

wei
Jul 27, 2006
58% in bo1 which is worse than usual for me, but up about 25k gems ignoring packs thanks to good runs in competitive events.

I've only done 1 draft in the past month, just didn't find the format interesting and instead prepped for Standard and Historic to try and qualify for the Arena PT.

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wei
Jul 27, 2006

probably biased because of my winrate, but there aren't that many different decks and ingame decisions were more impactful in SNC and HBG

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