
Did I build this correctly?See five cards towards the bottom. 10+1 red sources 6+1 blue sources. Not sure how much to emphasize cycling/discarding.
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Yeah, I think it was a small thing. Thorned Moloch was the card I wanted to cut, but adding the cyclers or non-creature spells wasn't attractive to me unless I also included Cunning Survivor. I didn't really want to cut anything else, and I needed 17 land for Chaos Maw.
I can imagine situations where Chaos Maw is underwhelming, but it worked terrifically. It was twice a 3 for 1 and it completely decimated my zombie opponent's board, leaving him with just the 2/5. It would sometimes kill a creature or two of my own, but I think this is akin to playing a sweeper in an otherwise aggressive deck, except this one leaves a huge 6/6 on board. I would always start it, and I think I would first pick it over any common (assuming Open Fire is the best common?), though I can think of a few uncommons that I like better.
Looks about right to me. I could see putting in one of the Granitic Titans over the Chaos Maw, especially depending on the match-up, but I'm far from sure on that one.On Sat, Jul 15, 2017 at 1:18 PM, Jason Salvano <jasons...@gmail.com> wrote:Did I build this correctly?See five cards towards the bottom. 10+1 red sources 6+1 blue sources. Not sure how much to emphasize cycling/discarding.
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Looks about right to me. I could see putting in one of the Granitic Titans over the Chaos Maw, especially depending on the match-up, but I'm far from sure on that one.
On Sat, Jul 15, 2017 at 1:18 PM, Jason Salvano <jasons...@gmail.com> wrote:
Did I build this correctly?
See five cards towards the bottom. 10+1 red sources 6+1 blue sources. Not sure how much to emphasize cycling/discarding.<IMG_20170715_131506.jpg>
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Yeah, it's close. All of these cards were in contention. If the Survivor said non-creature spell rather than specifying a cycle or discard, that's an easy choice.
I took the blue Trial over not much else in hopes that the blue Cartouche would wheel, but it did not. If it had, I think my deck would have been +Trial, Cartouche, Survivor -Moloch, Bloodlust Inciter, Manticore Eternal.
The deck performed very well. I almost dropped a game (against the zombie deck), but Chaos Maw got me out of a bad spot. 3-0, 6-0 with decent draws and just two mulligans to 6.
Here were some good interactions/notes:
Spellweaver Eternal impressed me. I almost traded it off at one point, before realizing that I might have had lethal on my turn with its Afflict 2. Lots of keywords on this little guy. It's not better than Unquenchable Thirst, and I'm not sure how it stacks up against Unsummon and Aerial Guide, but it could be the second or third best blue common in the right deck.
Firebrand Archer is just a good two drop. Messes with math and provides a surprising amount of reach, and my deck was not even optimized for it. Also casting an Inferno Jet with Firebrand Archer in play is hilarious. See how comfortable you feel at around 5 life when the opponent has one of these in play.
Khenra Scrapper, call Pathmaker Initiate for a good time.
This deck felt like Theros/Born of the Gods or M12 blue/red. Lots of tempo plays and larger creatures than this color pair usually gets.
I think you built it correctly. There could be an argument for taking out thorned moloch for cunning survivor to make your curve smoother or substitute for trial of knowledge for the card draw since you are removal light. How did the deck preform?Josh
Sent from my iPhoneLooks about right to me. I could see putting in one of the Granitic Titans over the Chaos Maw, especially depending on the match-up, but I'm far from sure on that one.On Sat, Jul 15, 2017 at 1:18 PM, Jason Salvano <jasons...@gmail.com> wrote:Did I build this correctly?See five cards towards the bottom. 10+1 red sources 6+1 blue sources. Not sure how much to emphasize cycling/discarding.<IMG_20170715_131506.jpg>
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Here was my masterpiece from FNM. 6 player draft. I think the deck was very good, but would have had trouble with a deck like Jason's. Actually went 1-2, but my round 3 opponent had Oketra and Glorybringer (was passed to her!). I flooded a lot, but I don't think I could go down to 15 lands. I think variance just got the best of me. No question in my mind that it could have gone 3-0 against the opponents decks I played.

Disappointing, but whatever. Swarm intelligence is probably 1-2 Mana too much to play, but untapping with it seems like an auto win with cheap stuff like unsummon, strategic planning and compelling arrogance
Deck was insane and so am I. (Not pictured: 10 Mountains, 3 Plains.)
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Sunset pyramid seems like one of the best tomes they've printed for limited. First card cost 4 Mana instead of 7-8, and the next two like you said are super easy to fit in. I haven't got to play it yet, but it should be a lynch pin of any deck wanting to slow the game down
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There was nothing easy about playing the deck--it was one of the more challenging ones I've played recently. There were indeed issues with the curve, and predictably, it was difficult to jump above 3 cmc. The deck went 2-1, losing to U/G/b (splash Decimator Beetle and Obelisk Spider), and defeating U/B and R/G/u (splash Locust God), but it felt underpowered in general. Oracle's Vault was actually the best card in the deck; I won every game in which I played it. Feels very different than it did in Amonkhet!
In hindsight, I think I should have been U/B in my seat. I first picked Dreamstealer, though black was completely cut in pack 1. I should've stuck with my nearly mono blue draft, and cut black in pack 2. But a late Imminent Doom and a Burning-Fist Minotaur (which I didn't end up playing) had me thinking U/R. Plus, I was passed a second copy of Doom in pack 2, and I had heard that Imminent Doom could be amazing, so I wanted to try it. I did find that drawing the second copy of Imminent Doom was poor (unless you need a 3 cmc). I was never able to get both copies ticking up. Here's the big issue with the deck: I needed card draw and looting effects. It would've helped both plans, the Doom and the God Pharaoh's Tomb (which was lackluster all night).
I'd be hesitant to recommend this kind of deck. It's challenging to draft, and it's challenging to sequence your plays and know when to hold back certain cards so that you can get Doom value. It's strange to play this way in draft, in general. I think there's something here, but I didn't quite piece it together perfectly.
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