Tag: m15

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Bruce Gray - September 7, 2014

Crack a Pack MTG Magic 2015 with Bruce (4th)

Magic 2015 core set Booster Packs - Crack a Pack MTG

Crack a Pack MTG Magic 2015 with Bruce

 by Bruce Gray – Casual Encounters

Welcome back to yet another Crack a Pack MTG with Bruce.  Believe it or not, this is our 10th Crack a Pack!  I can hardly believe it because that means we’ve been at this for 10 weeks now! We’ve seen everything from all three sets from Theros block, some Conspiracy, a little Return to Ravnica, and of course plenty of M15.  It’s been fun and I can hardly wait to get started on the next 10 weeks!  A big thank you goes out to the readers who take the time to stop and take a quick read at what I’ve written.  Thanks very much and I hope to keep it up for all of you in the coming weeks and months. So, without further delay, let’s see what we’ve got in this pack!

 

Rare

 

Uncommon

 

Common

 

 

On the whole, I’m pretty excited about this pack because there are a number of quality cards in this pack.  There are also some HUGE duds, but I think the premium cards in this pack outweigh the bad ones by a fair margin.

 

Let’s start with our Rare, Life’s Legacy.  This is an interesting card that might have some interesting ramifications because it can enable mass card draw in Green, meaning it could be useful.  However, I need to ask myself, in exactly what scenario do I want to play this card?  If i’m losing? No…because I’m likely needing to sacrifice one of my blockers, and that won’t help me win the war.  If I’m just starting the game?  No…not likely…because the creature is likely to be smallish, and I would rather get off to fast start than try to draw a few extra cards by sacrificing a creature.  What if we’re in a stalled board state or one with no clear leader?  Doubtful, although I won’t rule it out.  I might like the extra cards if the blocker that is holding them back is reasonably safe and I can spare a creature to sacrifice in order to eek out a little more advantage.  However, sacrificing my creature is likely going to set me back in real terms on the board and run the risk of me breaking the board stall…but in the wrong direction meaning I’ll soundly get thrashed.  Lastly, if I’m leading, this might be a reasonable card so that I don’t run out of gas.  Basically, it is a bad card in a number of scenarios, and marginally playable in a number more meaning that I probably don’t want to take this first.  If it comes around the table, and in this pack it just might because the relative strength of the pack, THEN I might take a chance on it, otherwise I’ll go in a different direction for my first pick.

 

Kird Chieftain grabs my attention as being a very solid creature.  If you are prepared to play Red/Green this is a can’t miss BOMB.  A 4/4 for 4 mana is already very good, but the extra activated ability makes this guy a real menace.  The sheer strength of this card makes it very appealing and can make your team tough to deal with. In most packs this is a slam dunk, but there are a number of other interesting cards in this pack.

 

Triplicate Spirits is in this pack and you can’t overlook it.  Draft results are showing that Triplicate Spirits just crushes games because the three fliers just break open almost any board state.  The synergy with Selfless Cathar or Sanctified Charge is unmistakable and the net result is an absolute beat down of pretty significant proportions.  This was routinely picked first at the Pro Tour and with good reason, and so I would need to look at it.  The drawback with this card is that I get the sense that White is over drafted because EVERYONE wants in on the Triplicate Spirits/Sanctified Charge game plan and so you might be in competition for the same cards.  However, to pass the Spirits means you are FOR SURE going to see it played against you, so you might be well served just to grab it and try to make White happen, but be 100% prepared to switch colours in you sense that you are being cut from White pretty hard.

 

Sanctified Charge is the other half of the combo, and it is also in this pack.  It isn’t a first pick, but I’d love to grab both cards out of this pack and ensure that I’m on the game plan.

 

A few weeks ago I raved about Quickling, and I’m still a big fan. Flying “bears” are awesome threats, and if I can recur something, ANYTHING, by bringing it back to my hand, well, I’m pretty sold on this card.  It isn’t the flashiest of cards but it is reliable, packs evasion, and is efficient for my mana investment.  This is a first pick in some packs, but not this one, although it would get some serious attention.

 

Caustic Tar seems like a lousy card because it enchants a land for 6 mana.  However, it is a great way to break a stalemate by ensuring you have a safe and sure method of delivering 3 damage a turn.  That puts your opponent on a relatively quick clock and can help you to salt away those grindy games that seem to have no obvious way to wind up.

 

Blastfire Bolt is super expensive removal, but later in the round you will need removal and this just might be something you have to grab.  You won’t be excited, but you’ll do it and you’ll be thankful you did when you can BBQ some threat on your opponent’s side of the board.

 

Zof Shade, Glacial Crasher, and Soulmender are reasonable creatures, but none of them get me excited.  They are role players and interchangeable so I won’t be overly concerned if I grab one much later.

 

Invisibility, Clear a Path, and Hunter’s Ambush are all very narrow cards and not overly useful.  These would be the last cards in this pack that I’d be looking at and would be hoping an opponent would mistakenly grab one of these useless cards in this pack allowing me a second chance at something better once it wheels around.

 

Top 5 cards

  1. Kird Chieftain
  2. Triplicate Spirits
  3. Quickling
  4. Sanctified Charge
  5. Life’s Legacy

 

First Pick

In the end, it comes down to 2 cards, namely Kird Chieftain and Triplicate Spirits.  In this instance I am going to have to side with Ben Stark who first picked this at the Pro Tour over a number of very good cards.  The reason is simple: I can’t let my opponent get a hold of this.  I don’t want to spend first pick hate drafting, but the fact remains this card is exceptionally powerful and if you can grab a Sanctified Charge to pair along with it you are going to steal a number of games.  Now, IF I can make White work, I’ll be very happy and my first pick is not just about hate drafting, but the competition for White is often stiff so I will need to be prepared to move colours quickly if I’m cut off from White. If I move colours I will not be sad to have the Spirits in my pile ensuring that I will not need to face it down the road in the deck of one of my opponents. I would very much like to be in White and then pair it with something else, but if I can’t I won’t force it too much. I’ll be sad to let the Chieftain go because it is a bomb, but I almost feel like it is easier to cope with even though it is much larger…it dies to a single removal spell…while the Spirits become a nightmare once the spell resolves.

 

There we have it…week 10 in the books! What do you think? Should I have rolled the dice on the Life’s Legacy?  The Chieftain?  The Quickling? Or am I well served grabbing the Spirits and moving on?  Let me know what you think, I’d love to hear all about it.

 

Next week I’m not sure what I’ll open…M15 is cool and all, but it feels like it is starting to get a little stale.  Maybe I’ll get back in my “Way Back” machine and see if I can find a retro pack of some sort, just to liven things up a little.  I don’t know…let me think on it and I’ll let you know.

 

Once again, thanks for reading and until next time, may you open nothing by Mythic bombs.

 

 by Bruce Gray – Casual Encounters
@bgray8791 on Twitter

 

 

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Bruce Gray - August 19, 2014

Crack a Pack MTG Magic 2015 with Bruce (3rd)

M15 Fat Pack - Crack a Pack MTG

Crack a Pack MTG Magic 2015 with Bruce (3rd)

 By Bruce Gray – Casual Encounters

                Welcome back to another Crack a pack MTG with Bruce.  Last week we busted open a pack of Journey into Nyx, but that draft format has come and gone.  Sure, you might get a chance to Retro draft that, but let’s be real, the new hot game in town is M15 draft.  We had a chance to watch the Pros draft M15 and got some neat new perspectives on things as some of the best drafters on the planet did their thing.  Honestly, to watch Ben Stark or some of the other greats of the game draft is something else.  I also had a chance to listen to Limited Resources and hear how Marshall Sutcliffe and Brian Wong, both very well respected limited players, regard the M15 draft format and with some interesting results.  Both of them commented on how unusual a format this is because there doesn’t seem to be a correct draft order for the cards.  Everything COULD be playable…but in that same vein everything COULD be the wrong pick.  It makes for some interesting choices and reads at the draft table.  So, with those ideas in mind, I thought a pack of M15 would suit our style just right…so here we go!

 

Rare

 

 

Uncommon

 

Common

 

 

This is pretty average pack, but there are certainly some stand out cards in this pack that really catch my eye.  The first place to start is with our Rare.  Stormtide Leviathan is a massive 8 mana  8/8 creature that also has Islandwalk, turns all lands into islands along with their other type, and ensures that only creatures with Flying and Islandwalk can attack.  Ok…normally I’m down on 8 mana fatty, but this guy can just lock an opponent out of their game plan and seal the deal for you.  I’m actually mildly interested by this guy and what it could mean at the end of the game if I need to bust open a board stall.  This will actually get a little consideration because the upside is actually so high.

 

Next, Quickling is exactly the sort of card I want to run.  This is basically a flying “bear” with a downside…except I don’t think it is actually a downside at all.  The fact that it was Flash means you can flash it in, bounce a creature that was about to die, and then recast your creature meaning that you don’t actually lose out.  You could also reap the benefits of an Enter the Battlefield trigger if you can wangle it.  No, this is very versatile, cheap, evasive, and could synergize nicely with a wide variety of fun creatures.

On Limited Resource, Marshall Sutcliffe was expounding on the virtues of Coral Barrier and I have to agree with him.  This innocuous little 1/3 defender comes along with a squid token giving you a very solid return for your mana investment.  Also, the fact that the squid has Islandwalk could also be very relevant.  If you can synergize this guy with an Invasive Species or a Quickling you could really see some benefits and start to build a board state that really puts you in the driver’s seat.  This is a very solid creature and would be high on my priority list.

 

The next creature that I would be looking at is the always boring Carrion Crow.  A 2/2 flier for 3 mana makes this a Wind Drake.  No one is going to write home about a Wind Drake, but the Crow is a serviceable flier and could make all the difference.

 

Sign In Blood is another card I’ve always liked because of the versatility. Usually I would cast this on myself to draw a pair of cards because I need to restock my hand. However, this one is versatile enough to target your opponent and effectively “shock” them .  This seems like a silly way to use your spell, but if you are out front and you just can’t quite close the deal, sometimes “shocking” them with a Sign In Blood is all you’ve got left.

 

Shrapnel Blast is nice card mostly for the rather sick amount of damage it can deliver in short order. My only issue is that I’m not really sure that I dig the U/R artifact deck in this draft format and so I don’t prioritize this very highly.  The only way I end up on THAT game plan is if I find “angry scissors” (Ensoul Artifact) early on and can then craft my deck to make use of artifacts.  Otherwise, if I see things like Shrapnel Blast, Aeronaut Tinkerer and Scrapyard Mongrel, they aren’t as interesting to me and will be things that I would be looking at later in the round.

 

Plummet is always a fun card and something I like very much.  Nothing like a Terror for fliers.

 

Research Assistant is an interesting card because of the “looting” ability that it packs.  Late in the game, when I’m drawing more land than I need, I will HAPPILY pay the expensive activation cost on this guy for the chance to draw something more useful.  Otherwise, he’s interesting, but not a super high priority and at common I’m likely to see at least one more before the end of the draft.

 

Ephemeral Shield is a nice combat trick.  I’m not sure if I like it better than Ajani’s Presence from Journey Into Nyx.  Ajani’s Presence has Strive meaning I can protect more than a single creature, but Ephemeral Shield has Convoke meaning you could still cast it even if you had no mana up to cast it. Either way, Ephemeral Shield is a very solid trick that can come in handy to save creature or lead to some sort of busted combat scenario.  It isn’t a high priority for me, but if I find myself considering playing White I’d like to know that I have at least one in my pile.

 

Satyr Wayfinder, Thundering Giant, Black Cat, and Runeclaw Bear are all perfectly acceptable creatures, but they are largely interchangeable depending on what strategy you want to play.  My motto for Drafting is always “more bodies is always good” and these help you to fill out those creature spots in your deck.  I won’t turn my nose up at these guys.

 

Feast on the Fallen. Ok, I feel like this is a TERRIBLE card.  The set up cost, of making an opponent lose life in order to trigger the effect, is very high.  And then, what is more, you get a SINGLE +1/+1 counter! I’m sorry…that seems like a very low return for working hard to do damage to an opponent.  Beyond the relatively low return, Feast on the Fallen does nothing to the board state.  It doesn’t STOP my opponent from doing anything to me, it eats a card slot in my deck, and has a marginal effect even when I can trigger it.  No, this is a bad card.  I’ll pass it all day long.

 

Top 5 cards

  1. Stormtide Leviathan
  2. Quickling
  3. Coral Barrier
  4. Carrion Crow
  5. Sing in Blood

 

First pick

For my first pick in this pack I would be weighing the Leviathan or the Quickling.  In the end, I would likely pick the Quickling.  With the Quickling I can almost be assured that I can cast it every game.  2 mana is very achievable (and if you don’t draw 2 mana before the game is over you may have done something terribly wrong) while the 8 needed for the Leviathan is not a sure bet. Besides, the Flying “bear” with synergy is super appealing and very much of interest to me.  So, at the end of the day I would take the Quickling and leave the Leviathan to go around.

 

It also bears mentioning at this point that this pack is a BUST for players in White and Red.  The vast majority of the cards in this deck are Black, Green, and Blue meaning that you could reasonably expect that there will be players beside you that will also be in those colours.  After a single pick I wouldn’t get worried, but I would start to become conscious of such factors as the draft continued.

 

Well, there we go.  We’ve seen a number of M15 packs and seem some pretty interesting stuff.  Would you have gone with the LeviathanQuickling?  Something else?  These choices start to get tricky and some other points of view will help us all, some shoot me a tweet and let me know what you think.

 

Next week I’m going to go and truly find a Retro pack…something from the Return to Ravnica block will be on deck.  Which set? That’s a surprise for next week, but it will no doubt bring back a measure of nostalgia for those of us who enjoyed RTR or GTC draft formats.

 

So, until next time, may you open only Mythic Rare Bomb.

 

Thanks for reading

 

 By Bruce Gray – Casual Encounters
@bgray8791   on Twitter
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Bruce Gray - August 12, 2014

Deep Thoughts… on Drafting M15

2015 core set logo - Drafting M15

Deep Thoughts… on Drafting M15

by Bruce Gray – Casual Encounters

 

So, a couple of weeks ago I wrote about my impressions on M15 based on my experience playing Sealed at a Pre-release.  This week I was fortunate enough to get out to a local game shop and draft on what we call “Cheap Night”.  Usually entrance fees for a draft event is $15 or so…but on “Cheap Night” it is only $10, but does not have any prize support.  It is a perfect spot to get out and draft and really feel what the environment is like and is pretty friendly for newer players because there aren’t any prizes on the line.  I have to say, I really enjoyed drafting M15 and it felt very healthy and diverse with a number of very interesting decks.  Today I wanted to share some of those experiences with you before you head out to your next Draft and to see if they confirmed what I have grown to believe from playing M15 limited.

 

First off, I went 3-1 and was in contention to go 4-0 right up to the very end, but in my final match I made a couple of major mistakes that ruined all that hard work.  With that said, I felt like I drafted a very solid deck that gave many of my opponents absolute fits because they couldn’t really deal with my deck. My selections were a little more helter skelter than I would have liked, but with a variety of less experienced players at the table I was having a hard time reading the signs coming around the table.  My first pick was a Hushwing Gryff as a very serviceable 2/1 flier for 3 and a solid ability.  My next several picks were all Blue and I looked like I was going on the U/W plan. However, I was a little disappointed that I was being cut off from White so I started to explore Black and Green  a little bit and picked a couple of nice cards from both of those colours.  Pack 2 landed me a Caves of Koilos and then a Preeminent Captain in back to back picks and yielded some more White.  Pack 3 saw me open up Jace, the Living Guildpact and really locked me into Blue.  A couple of more decent White cards came my way including my boy Boonweaver Giant as a finisher and I was well and truly on the U/W Flier plan for sure.  Here’s my deck list.

 

 

Some highlights of the games were totally beating down an opponent with Welkin Tern over and over again.  Tern just did good work and brought a huge smile to my face when I’d see it in my opening hand because I really felt I had a solid chance to win.  In Round 2 I was able to live the dream with Jace.  I cast Jace relatively early in the game and immediately started ticking him up to filter my card draw.  I had just enough to run interference and give Jace some breathing room and tied up a few more of his creatures.  When Jace got to the point where I could ultimate him I did and shuffled my hand and graveyard, including Jace, back into my library.  I shuffled my deck up and offered to let my opponent cut the deck and then drew my next 7 cards while my opponent just looked on in dismay.  You would not imagine his look of disgust when I drew, and subsequently cast, Jace all over again.  Needless to say, the game was over in short order with the ridiculous card advantage I had just developed.  Lastly, Triplicate Spirits and Selfless Cathar make for a terrific combination that can quickly bring down the pain.  I finished off my opponent in Game 3 with a trio of Spirits who all got a boost from the Cathar and brought the hammer down.

 

The low light was in Round 4 where in game 1 I mulled to 6 cards and kept a 1 lander because I had a hand full of gas.  I should have had the sense to toss it back and try again because when I missed my 2nd land drop I knew I was on the ropes…and sure enough I was dead in short order. In Game 2 I did a little better but misplayed Jace when I cast him.  I should have bounced the Paragon my opponent was playing and then used the opening to force combat creating a situation where I had a profitable attack instead of sitting still and passing back the turn.  My hesitation opened the door for my opponent once again and left me reeling and trying to catch up. Needless to say, I never did and I was a little disheartened that I had misplayed those games so badly.

 

On the whole, I felt I had a pretty good showing and was relatively pleased with my performance. Going 3-0 against some pretty decent players was a good feeling and even if I did blow game 4 it just further re-enforced that I can’t get greedy and should be prepared to mulligan me regularly.  All in all, a fun evening with some solid results and few sweet finds in my draft pool.

 

Some other deep Thoughts and Observations

Jace, the Living Guildpact

This guy has got a bit of a bad rap since everyone has seen him, but I have to admit, he’s a very solid Planeswalker.  Is he crazy busted and overpowered?  No, but he is pretty versatile and reasonably skill intensive and will make a good piece in many decks when other versions of him rotate out of Standard.  His +1 is an acceptable way to filter your cards, particularly later in the game and he really helped set up some solid draws for me.  I can imagine that in Standard, where your deck is more finely tuned, ensuring that you draw into that perfect card will be pretty crucial.  However, it is timing that -3 ability that is truly vital.  You can really set your opponent back by bouncing something with Jace and I found that more often than not it was this ability that was the most powerful.  It may not say “Kill target creature/planeswalker” but sometimes bouncing it will be just as relevant.  The ultimate, like any ultimate on a Planeswalker, is totally back breaking.  To make your opponent lose his hand and only YOU draw 7 is bananas.  He’s not the best Jace, heck, he’s not even the best Jace in Standard right now, but he’s very solid and will be useful later on, I promise.

 

The speed of this format feels slow.  There is not an overwhelming number of aggressive 1 and 2 drops running around the format and the beat down plan really only begins when people hit 3 land…and can attack on turn 4.  Even then, there are lots of the 3 drop creatures that really aren’t that scary meaning that you need to get a little creative with your attacks to get early pressure on your opponent or you need to be ready to play a little more of a control route because you can’t get out the gates as quickly.  However, it is important to get creatures down on board because the removal is lousy and you will need to block to buy yourself time.

 

Invisibility

This is a terrible card.  This was just a dead card for me all night.  When I had it in my hand, I hated seeing it, and if I cast it on a creature I wished it was something else.  Don’t waste your time…it’s a pretty poor aura and not worth the card slot in your draft deck.

 

Triplicate Spirits

It’s a very good card!  This card did terrific work for me and I was impressed.  I was initially a little down on this card because it’s 6 mana for three 1/1 flying spirits.  However, with the Convoke ability these guys can be cast much sooner and make the casting cost feel much more like 4 mana…and gives you 3 bodies.  This is very useful and they proved to be just terrific for me all evening long.

 

Paragon of Gathering Mist

Of all the Paragons I think I like this guy the best.  Don’t get me wrong, they are all very good, but the ability to give something flying is just tremendous.  Nothing makes combat feel bad for an opponent than being ambushed by a creature who is suddenly flying and able to handle their flier.  He did good work for me all night and I’ll be sure to look for him again the next time I draft.

 

Aeronaut Tinkerer

This guy is a trap.  He is a very reasonable 2/3 for 3 mana and can get flying if you have an artifact.  I watched numerous players run this guy with a bunch of Ornithopters and other bad artifacts to try and trigger the Flying ability.  Yes, Yes, I know I ran one too, but I was looking at him as a 2/3 body on the ground because I only had 1 artifact, so if he could fly it was all the better.  However, to purposefully skew your deck to try and live the Ornithopter/Aeronaut Tinkerer game plan seems a bit wonky and not the best line of play.  Draft the Tinkerer, heck, play the Tinkerer and if you have an artifact or two all the better, but don’t go all in on that game plan because the reward just isn’t there.

 

I have to ask the question, do people actually say the word “Ratchet” outside of a Home Depot?  While I was playing my games they had the radio playing in the back ground and there was a song that came on by the Chain Smokers (“Let me take a Selfie”) which has been playing for months.  However, every time I listen to the girl in the song talk about  “That’s so Ratchet” I’m just left shaking my head.  First off, do people ACTUALLY sound like her?  I hope not…for all of our sakes.  Second, a ratchet is a TOOL…it’s a noun used to describe something to help repair your car or your bike…not an adjective used to describe lord knows what! C’mon…I’m not the language police, but even I have to admit that it sounds ridiculous.  Or maybe I’m just getting old.  One way or the other it sound ridiculous and should probably be stricken from the English language.  Rant over…thank you. [Editor’s Note: Sorry Bruce, but you’re getting old. Pop stars are always using the latest urban slang.  -Greg]

 

Thanks everyone for reading again this week.  If you have had your experiences drafting M15, let me hear about them.  What did you draft?  Any cool cards?  What did you deck look like?  If we are going to improve at this sort of thing we all need to be prepared to share and learn from our experiences.  I hope some of mine will help you the next time out and help you to steer clear of a few of my pitfalls.

 

Until Next time keep it fun, keep it safe…keep it casual.

 

by Bruce Gray – Casual Encounters
@bgray8791 on Twitter
 

 

 

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Bruce Gray - August 8, 2014

Crack a pack MTG Magic 2015 with Bruce (2nd)

Crack a pack MTG - Magic 2015 core set Booster Packs

Crack a pack MTG Magic 2015 with Bruce (2nd)

 by Bruce Gray – Casual Encounters

Welcome back to another Crack a Pack MTG with Bruce.  With M15 being fresh and all the buzz these days I have decided this week I’ll crack a pack of M15 and see what we find.  I promise that next week I’ll bust open something else, but for this week we’ll go with another pack of M15.  I’ve had a chance to test the set out, see the limited environment first hand and feel like I’m starting to get a pretty feel for the set.  That said, there are lots of options available in M15 so I feel by no means am I an expert, but I feel like I do have a solid grounding to base my selections in a pack.  Let’s open up the pack and see what we’ve got!

 

Rare

 

Uncommon

 

Common

 

So, this is the first week in which we’ve had a snap first pick.  Liliana Vess is very clearly the best card in this pack. The ability of Planeswalkers to warp the board state is reason enough to grab one if you see it in a pack, but Liliana Vess can be extremely nasty to cope with in a Limited game.  Her +1 forces your opponent to discard, ensuring that you gain a significant card advantage.  If she doesn’t get answered Liliana will eat away at their hand to eventually put them in Top Deck mode.  That puts you CLEARLY in the drivers seat and reason #1 to grab her.  Her second ability is essentially a tutor effect.  Wonder where that great BOMB is in your deck?  Oh never mind…Lili just found it for me! Reason number 3…is that everything that is dead is now back…and it’s mine! Yup…sounds pretty bananas to me.  There really is no doubt, Liliana Vess is the best card in the pack and a darn good reason to grab her and go Black.  But, what about the other cards in this pack?  You still need to consider what might come back your way when the pack wheels, so let’s see what else there is.

 

Let’s just get it out there, Staff of Death Magus is largely unplayable.  You might get stuck trying to jam this in your draft deck, but this card is suitably passive that you would likely be better off taking another card . Sure, it pops up once in a while in Mono-Black decks to fight Burn decks in constructed environments, but in Limited you don’t want to sacrifice the card space for this card.

 

Belligerent Sliver is a reasonable creature at 2/2 for 3 mana, but with there being not enough slivers to actually play a Sliver deck he’s just a 2/2 for 3 mana. I would be looking at something else in this pack and not this.  As a result, 2 of the 3 uncommons in the pack are pretty lousy for Limited.

 

Gargoyle Sentinel is 3/3 for 3 mana and is something I can get behind.  Sure, you need to pump three mana into it, but once you do you get a fairly formidable 3/3 flier that can attack.  This is an efficient creature with a useful ability and is an artifact so it can legitimately go in any deck and any combination of colours.

 

Encrust is a very reliable and useful blue removal spell.  It is efficient, tangles up a creature quite well and is very reliable.  It may not be flashy, but when you need a problem to be dealt with Encrust will fit the bill pretty nicely.

 

Scrapyard Mongrel is another efficient creature provided you have an artifact to trigger its bonus.  I don’t really put tons of value in picking up BAD artifacts to trigger this guy, but if I already have a solid artifact or two (like the Gargoyle Sentinel perhaps?) I would prioritize this more highly.

 

Goblin Roughrider is a solid 3/2 for 3 mana.  It isn’t exciting and is just a vanilla creature, but three power is three power and can trade up to take out larger creatures.  Also, knowing that there are quite a number of Goblins in this set I might be able to swing a Goblin sub-theme to the deck.  This is worthy of some consideration in the mid-rounds for sure.

 

Pillar of Light is reasonable removal but is a bit narrow.  Many creatures in this limited environment are small enough that Pillar of Light is unlikely to target them.  However, instant speed is a nice bonus for this sort of removal.

 

Peel from Reality is a very useful bounce spell at Instant speed.  It is even better if you can net extra value by targeting a creature that has an enter the battlefield trigger on it for when you cast yours again.

 

Selfless Cathar is a solid 1 drop creature that can really tip combat when you sacrifice him to pump your team.  I like early drops and I like pumping my team…so I’ll take a look at him.

 

Sungrace Pegasus is a perfectly reasonable 1/2 flier for 2 mana and it even comes with Lifelink.  If you can augment this thing a little bit with an Aura or Equipment then it really pulls its weight, otherwise it is just one more semi-useful creature in your pile.

 

Black Cat is very disruptive both as a blocker and as an attacker. No one really wants to interact with it because it dies to a light breeze…and then you pitch a card.  This is a reasonable early play, but is not a priority and will likely be available late.

 

Verdant Haven is cute if you want to splash a colour, but otherwise enchant land is another way of saying “does nothing”.  As a result, this should likely be avoided right to the very end.

 

Inferno Fist is a very efficient 2 mana aura that can give you a little boost, but even better, can clear a path as you “shock “ something out of the way and rumble on in.  I like this little aura and can see it being very useful.

 

 

Top 5 cards

 

  1. Lilianna Vess
  2. Gargoyle Sentinel
  3. Encrust
  4. Peel from Reality
  5. Scrapyard Mongrel

 

There is really only 1 choice in this pack and that’s Liliana.  To tell any of you I would consider anything else would be a bold faced lie.  She’s an automatic “build around” card that warps the board.  She’s worth a pretty penny from a finance standpoint if I wanted to try and trade her or sell her and she can even be viable in Standard.  She’s basically a win in every department.  The rest of the pack is overall pretty marginal and as a result the player picking 2nd from this pack will very seriously have some tough decisions to make.  It’s not like the cards aren’t playable…many of them are quite playable…but it is assessing the value of the card to the chosen strategy that will really determine what is picked second  through fifth. Even in the mid to late rounds this pack has some very useful cards that could really push a deck over the top.  As always, the last 2 or 3 picks will be basically castaways, but most of this pack is very viable and can contribute towards a perfectly viable deck.

 

Well there we have it.  First picking Liliana is the first easy pack I’ve had in the 6 weeks I’ve been doing this.  However, the rest of the pack order is less of a sure thing.  What are your thoughts on my selection order?  Have I missed something and should have valued something higher?  Something Lower? I’d love to know what you think, so shoot me a tweet and let’s figure it out.

 

Thanks for reading and until next time may you crack on mythic bombs.

 

by Bruce Gray – Casual Encounters
@ bgray8791 on Twitter