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View Full Version : Drafting Exercise: Pack #3, Pick #7


Welding_Jar
05-09-2005, 04:46 PM
48 hours. Go.

CHK #1

1. Rend Spirit
2. Honden of Night's Reach
3. Sortami Cloudskater
4. Nezumi Ronin
5. Jugan, the Rising Star
6. Orochi Sustainer
7. Jukai Messenger
8. Marrow-Gnawer
9. Burr Grafter
10. Orochi Leafcaller
11. Reach Through Mists
12. Wandering Ones
13. Lava Spike
14. Rag Dealer
15. Lava Spike

CHK #2

1. Order of the Sacred Bell
2. Soulless Revival
3. Feral Deceiver
4. Mystic Restraints
5. Dripping-Tongue Zubera
6. Ashen-Skin Zubera
7. Ember-Fist Zubera
8. Kashi-Tribe Warriors
9. Kitsune Riftwalker
10. Harsh Deceiver
11. Reach Through Mists
12. Lantern Kami
13. Peer Through Depths
14. Deathcurse Ogre
15. Numai Outcast

BoK

1. Unchecked Growth
2. Takenuma Bleeder
3. Gnarled Mass
4. Shuriken
5. Sakura-Tribe Springcaller
6. Skullsnatcher
7.
8.
9.
10.
11.
12.
13.
14.
15.

keyblade
05-09-2005, 04:56 PM
I voted for the Sniper. It's a very solid card, as well has greens best answer to those pesky fliers. Stir the Grave would be my second choice as this pack has little to offer in other creatures and recursion in limited in insane. I could also see Body, but, it's so high costed you need to already be winning for it to really be good, win-more cards aren't exactly the best.

epeeguy
05-09-2005, 06:46 PM
Not too many decent picks from this pack for us. Really, it comes down to just a couple cards, and I think there's really one good choice here.

Matsu-Tribe Sniper: I think this is one of the best Green commons available in the format. It's a great way to deal with White, Blue and Black fliers. If they have 1-toughness, they are eliminated. If they have greater toughness, they can be locked down for the majority of the game. Plus, they can deal with a second flier without too much difficulty. In a pinch, it can also be used to block a large creature and lock it down for a turn. Decent for setting up an opening.

Stir the Grave: This is a pretty good card and really good at recurring creatures that you've lost during the game. Being able to return things directly to play is not a bad deal at all. However, it relies on creatures going to the graveyard, so that may not be the best strategy. Especially if they are weaker creatures you may not want back. On the other hand, it can help you bring back larger creatures you do want to keep around.

Body of Jukai: We had the choice of one with the last pack. My opinion of the card has not changed; it is simply too slow a card to be that useful. Plus, it's vulnerable to several removal spells as well. Sure, it can recur Jugan or some other spirit creature. And it does have trample. But, honestly, it's just too expensive for my blood.

So, which cards do I think it comes down to? The Sniper and the Reanimator. The Body is just not right, and we need something that works a bit sooner. Otherwise, we lose before it gets into play. So, of these two cards, which is the better? I think the Sniper is the best card for our deck. Its ability is extremely helpful for our one vulnerability (fliers). And it's pretty cheap to play and doesn't require a creature in the graveyard. So, it's a creature in play. On the other hand, it could be argued that it'd be better to recur creatures as opposed to have a situational pinger.

Given the drafts I've seen have a lot of fliers picked... the Sniper, I feel is best choice. So, my pick is on it.

shadowsword
05-09-2005, 08:20 PM
The sniper is okay, but reanimation on something good can be game ending. Having Jugan die, and then bringing him back, is quite likely a win. I have to vote reanimation.

Rhino408
05-09-2005, 09:24 PM
Sniper because we only have one flier and fliers will kick our decks butt. Stir the Grave is usually sideboarded.

reindeercards
05-10-2005, 06:21 AM
Die to any flier or don't die to any flier. Decisions, decisions.

Risky
05-10-2005, 11:48 AM
The sniper is okay, but reanimation on something good can be game ending. Having Jugan die, and then bringing him back, is quite likely a win. I have to vote reanimation.

Actually, having Jugan die with another creature in play is quite likely a win.

Sirsoosage 234
05-11-2005, 03:52 PM
matsu tribe sniper because the deck could have problems with the flyers.

Welding_Jar
05-11-2005, 04:50 PM
Analysis: The only cards that could go in our deck here are Matsu-Tribe Sniper, Stir the Grave and Body of Jukai. We don't need Body, and clearly, this is between Sniper and Stir. Basically, Sniper nails Moonfolk, and is probably the better choice.