Thursday, June 12, 2014

Formulating a Plot: My Thoughts on Conspiracy



Ah a dark stormy night, what a perfect time to hatch a plot and start constructing a conspiracy. Hey guys I’m back and hopefully I can keep this going again for once till at least classes start back up in the fall. I apologize for the abrupt stop in writing again, but as always school and everything of that nature comes first. Originally I was going to just write about what I’ve been up to and playing since last we met, but after the weather turned dark on my way home from my first conspiracy draft I was just inspired to write about the format and my thoughts on it instead. So without further ado let’s start planning the machinations to our opponent’s demise.


So to start off here are my thoughts on the draft. First of all I think it’s a very solid format with lots of possibilities. You can be crazy and draft all the wacky stuff and combos available to you, such as the deck I want to try that uses Vent Sentinel, the new card Flamewright that makes 1/1 defenders, and the conspiracy Sentinel Dispatch that give you a 1/1 defender at the beginning of the game. Or you can draft just solid decks utilizing common archetypes with the help of some of the new cards in the set. For what is currently the only conspiracy draft I’ve been a player in, I ended up in a very fun and solid Jund Morbid deck where the red was a very light splash and I had a single Island for a Dack Fayden I opened in pack three. However before I talk about my draft, allow me to finish my thoughts on the draft format in general.  Despite being a diverse format I feel that despite being an interesting experience this is a detriment to newer players who have no experience with most of the cards in the format and the players who didn’t follow spoilers and don’t know how the new cards and abilities play out. It is because of this I feel that the actual draft takes a lot longer than it should. Now this can be counter acted by having a table full of fun people and friends who you can joke around with and share a good time with, but the draft is still going to take a while without experience and even the new cards can make the draft go long. Because of these reasons I want to advise people DO NOT draft the set if you will be a first time drafter. There were several people at the couple drafts my shop has already had who were first time drafters and this seemed to also drag out the draft. My draft for instance had at least 4 players who had no idea what a majority of the cards were, excluding the brand new cards, and a new drafter; these factors combined helped the draft portion take a around if not a little more than an hour. Now I’m all for people drafting as I really enjoy limited, but this IS NOT something for first time drafters. I highly recommend taking part in another draft where you know the format, like Theros block, for the first time or just buying the packs and drafting with your friends for your first draft. 
How it feels for the uninformed to draft conspiracy

Now as I mentioned earlier that for my first draft I ended up in a very cool Jund Morbid list, with red as a very light splash along with a Dack Fayden (Because come on you want to play the greatest thief in the multiverse).  I knew that after my first several picks I wouldn’t be fighting over black very hard because I picked up two Liliana’s Specters, a Tragic Slip, and a Syphon Soul all in my first five picks, and rounding out the five was my first of two Deathreap Ritual. So coming out of the gates I had a feel a rock style list with a morbid theme would be pretty open and fun, and eventually I went in on a red splash to finish out my jund colors. From what I can tell the format is very forgiving with multicolor decks, and I think it in fact encourages even three color decks will all the land cycling there is in the set so it’s very easy to pick up ways to play your colors. So after the draft here’s what I came up with included what was left over in my card pool:
In deck:
1 Infectious Horror         1 Squirrel Nest                  9 Swamp
1 Syphon Soul                 1 Nature's Claim               7 Forest
1 Tyrant's Choice            1 Pelakka Wurm                2 Mountain
1 Liniana's Specter          1 Gnarlid Pack                 1 Island
1 Grudge Keeper             1 Hunger of the Howlpack
1 Victimize                      1 Pitchburn Devils
1 Plagued Rusalka          1 Brimstone Volley
1 Unhallowed Pact         1 Chartooth Cougar
1 Altar's Reap                 2 Deathreap Ritual
1 Tragic Slip                   1 Fires of Yavimaya

Also in pool:

By the end of the draft I was very happy with what I had managed to get into my pool, including the little bit of value I had opened up. If you were to ask me if there was anything else I would have wanted for my deck I would have loved to have had another Tragic Slip, another Syphon Life, another Infectious Horror, possibly a small pox or two, and of course a Pernicious Deed. However I can’t really complain about what I picked up during the draft and was very happy with the results. I was so successful in the draft that I was having trouble cutting all the playables I picked up, so eventually I resided that since these games would go longer and I had enough draw effects that I could play somewhere between a 45 and 50 card deck.  Eventually I settled on the 46 cards that found their way into my deck. I feel that there are enough reasons again ranging from the possibility that these games can go long as they are multiplayer style and because that there are enough draw effects that this is one of the few times players can easily break the golden rule of 40 card limited decks and now worry about this effecting them in the long run of their game/games.

Just had to play him
Moving on now to the actual game/games played. For my draft we had 16 people total, enough for four 4-man games where the winners of each game would go onto a final four table for the actual prizes. My shop will usually cross-pod it’s games, but while this is usually something I find rather annoying for this format I think it made it rather exciting. How the split for the 4-mans went there ended up being two players from each 8-man draft  per table, but what made this interesting with the cross-pod games was that while my table didn’t open a Lore Seeker(the guy who adds a pack to the draft), the other table opened TWO of them. My shop didn’t have any interesting packs lying around so they decided to add a prerelease promo pack from Born of the Gods and a pack of Core Set 2011, don’t worry I’m placing an order for some very interesting packs in hopes of my pod opening one of these guys next time I draft conspiracy.  As for the actual game it was more lackluster than I wanted. I’m personally a very political player in multiplayer, and I love just seeing what I can get away with in EDH games while I slowly voltron up my Kemba to the point of being able to one-shot people, so I built the Jund deck above accordingly. It was a very grindy deck made to go long and gain incremental advantage until it was down to me an one other person and I would be so far ahead that it would be had for them to beat me. However that was not the case for my opponents as they had all drafted midrange and weenie strategies, one player was on this weird 4-color amalgamation that was leaning very midrange, another player was on WR weenies that just tried to flood out the board and stall till he could slam one of his three 8/8 Lurking Automatons that now cost four thanks to a Brago’s Favor and were also given haste due to Immediate Action, and the final player was on a somewhat controlling but more midrange U/W fliers list. So while they built up their board states and I was just maintaining the field and giving myself political leverage thanks to an early spectral search light the game divulged into a cold war. I was so bad that none of the players wanted to make a move because if they swung out first the game would turn into one shots around the table. Eventually after much deliberation me and the 4-color player came to an agreement with the player on U/W fliers to give him a reprieve if he took out the weenie player as we all feared the looming threat of the soviet automatons. So once the U/W player took out the weenie player it was a few more turns of draw go until it was time to make a go at claiming the prize that lay before me; unfortunately the game would have ended sooner as the 4-color player knowing he couldn’t best me was close to just backstabbing the U/W player and then losing to me once my turn came around, but according to him after several turns of draw-go he forgot that he even had a combat phase. Now on my next turn I decided to go off, after drawing several cards through various means, syphoning, causing my opponents to lose 4 life apiece with Tyrant’s Choice, and running through several recycles of Pitchburn Devils I had dealt my opponents  around 20 points of damage total setting me up to win next turn if nothing went wrong.....But alas the machinations of my opponents demise were foiled by the death of one of my creature like followers and a lowly counter spell leaving the U/W bourgeoisie to claim their place as head of our section of the plane of Fiora. Despite being a very interesting climax to the game the board stall made the game draw out a lot longer than it should have and lasted for about an hour and a half. Putting this into perspective my table was the “third” to finish their game, I say “third” because one table had to start all over after a Stronghold Discipline forced a draw in their first game, with one of the tables finishing very quickly due to an agro deck just running  the table and the fourth table still finishing their game. That means the fourth table was playing for longer than an hour and a half, although I believe they finished soon after my table, and the table that had to restart was in the middle point of their game where boards were very underdeveloped.  This fact is to me at least is a major downside of the format. I expect the games to go longer due to the nature of the format but there is no reason the games should range from 20-30ish minutes to an hour and a half+, especially when an average casual 4-man game of commander with my play group is easily over in an hour(unless I get bored and Armageddon on turn four……..sorry guys).


So now it’s time for the final verdict, and the jury is out……..I enjoy the format. However it’s not without its flaw, which will hopefully be fixed as people get more experience with the format. Again I still think it’s over hyped and not as good as I had hoped it would be, but that’s not to say it isn’t fun. It’s just that until people adjust to the new environment and start seeing the main archetypes the draft is going to take a lot longer than people are used to and the same goes for the games. But I think wizards did a great job on putting something together that I think people will be able to look back on and enjoy, I just don’t see myself wanting to draft it every week as I had originally hoped. Well guys it was fun getting back to writing, and as I said I plan on returning to a weekly schedule of Wednesday/Thursday posts at least until the fall semester starts up in August.

See you all next week,
Zack
Duane's glad to be back as well!

Monday, October 14, 2013

Taking the Initiative: R/W Purphoros Deck Tech

Hey guys, what's going on? This week I want to talk to you guys about the deck I hyped up in my Dragon's Maze article a couple weeks ago. Before I start on the deck though I want to say a brief something about GP: OKC a couple weekends ago. After building a very impressive W/R Heroic deck I barely missed making day two by one win finishing the tournament at X-3. I feel that I played alot better there than in Houston, my first two round losses being very close matches going game three both times. However I scrubbed out pretty hard in the 8th round by flooding out hard against a pretty solid GW list in game one and drawing only two lands in game two. So despite my improved play, the cards just didn't want to come through for me. Anyway, let's take a look at what is slowly beating out my former MG: Geist list and becoming my favorite deck I've built.

Friday, October 4, 2013

Setting Sail for Theros: Dragon's Maze

Gonna be honest guys I kinda phoned this article in, but I felt obligated to still get the list out there. I just wanted to be upfront that this isn't up to my usual standard quality of work. With the Grand Prix this weekend I had a decent amount of work I needed to get done along with some studying, and when I started making the list I realized that for half of these cards I was drawing at straws to show why they should be played. So let's get on with it shall we? Here are my picks of cards from Dragon's Maze.

Thursday, September 26, 2013

Setting Sail for Theros: Gatecrash

Alright first off I would like to reiterate that I'm leaving some cards out on
purpose, so the cards I left out of the last list were Abrupt Decay, Rakdos Cackler,
and a few others. I did however forget Golgari Charm which had I remembered would
have been included with the honorable mentions because I really like what all the
card does. Now that those issues are out of the way let's take a look at the cards given to us in Gatecrash.

Monday, September 23, 2013

Setting Sail for Theros: Return to Ravnica

So I was really hoping to keep my article a week promise, but school and work picked
up fairly quickly and this last week I had several tests. I hope you all will
forgive my lack of writing, but school and work come first before writing for this
blog on the side. Now with my absence explained Theros is releasing THIS Friday, so
to make up for my absence I've planned out three articles for this week/weekend to
pick out cards 10 cards, with honorable mentions, from each set in RtR block that I
feel people should be looking to pick up to go along with the new cards in Theros.
Some of these cards will be quite obvious choices and some of them will have gone
pretty under the radar until now that Innistrad is rotating out. Now without further
adieu let's get started with Return to Ravnica, and in no particular order.

Tuesday, August 20, 2013

White Weenie with M14

Hey guys, what's going on? My summer class is about to finish up this week giving me about a week and a half until my actual semester starts, but hopefully with the start of a consistant schedule I can start posting regularly again. So for this week's article I want to talk about a deck that has been a joy to play lately, mono-white humans.

Wednesday, July 24, 2013

The Heavy Hitters of M14

Hey guys, I'm back once again to talk about the game we all love. Really sorry 
I've been quiet the last couple weeks but I've had alot going on and just 
started my newest round of summer classes, yay college. I know that in my last 
article I mentioned that I'd talk about my overall thoughts on the RtR block. At the time that was my plan for this article, but since several weeks have gone by
and M14 being released this past weekend I wanted to go ahead and give my 
thoughts on the set. Now I really enjoy limited, but not being able to take 
place in a prerelease and due to the fact that I haven't gotten to draft the set yet the purpose of the article is to look at the cards from a constructed 
standpoint and maybe drop a few thoughts on them in limited. Maybe in a couple 
of weeks after I've had a chance to draft the set a couple of times I'll talk 
about it from a limited standpoint, but I've heard from several people that it 
isn't that great of a limited environment. Anyway, without further adieu let's 
get started.