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	<title>Comments on: Limited Resources: M14 Draft #5</title>
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		<title>By: Anonymous</title>
		<link>http://www.mtgoacademy.com/limited-resources-m14-draft-5/comment-page-1/#comment-64904</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Wed, 02 Oct 2013 20:46:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=25690#comment-64904</guid>
		<description><![CDATA[DRAFT:

Picking Rootwalla over Blightcaster pick 2 after pick 1 nightmare is SO STUPIDDDD (this part is hindsight, but you will notice that you also passed an Ajani&#039;s Chosen, multiple Auramancers, Blessing, Pacifism, Path of Bravery, and a few Favors...even an Accord if you wanted to be SUPER baller).  I&#039;ve never seen someone so set up to go B/W enchantments.

You were headstrong on mono-black WAY too early.  You can play Nightmare, Corrupt, and Quag in a two color deck that&#039;s heavy in black.  You did get lucky in pack 3 with all the black cards, but before then, you had zilch, and they would have made it into your deck anyway.

Advantages to Blightcaster Pick 2
-Stay in black
-Still a 2/3 for 3B
-If you play at least one enchantment spell, it doubles as removal
-If you play at least one enchantment spell, it will be a magnet for opponent removal
-No one says you have to keep it in if you get no complimentary cards.

THE GAMES:

Your opponent match 1 was borderline retarded.  So much terrible blue control and no creatures.

Match 2

Each of you got mana screwed a game.  Against a deck with that much removal, I would have taken out Mark of the Vampire.  But I would say that Izzet Control is your deck&#039;s weakness.]]></description>
		<content:encoded><![CDATA[<p>DRAFT:</p>
<p>Picking Rootwalla over Blightcaster pick 2 after pick 1 nightmare is SO STUPIDDDD (this part is hindsight, but you will notice that you also passed an Ajani&#8217;s Chosen, multiple Auramancers, Blessing, Pacifism, Path of Bravery, and a few Favors&#8230;even an Accord if you wanted to be SUPER baller).  I&#8217;ve never seen someone so set up to go B/W enchantments.</p>
<p>You were headstrong on mono-black WAY too early.  You can play Nightmare, Corrupt, and Quag in a two color deck that&#8217;s heavy in black.  You did get lucky in pack 3 with all the black cards, but before then, you had zilch, and they would have made it into your deck anyway.</p>
<p>Advantages to Blightcaster Pick 2<br />
-Stay in black<br />
-Still a 2/3 for 3B<br />
-If you play at least one enchantment spell, it doubles as removal<br />
-If you play at least one enchantment spell, it will be a magnet for opponent removal<br />
-No one says you have to keep it in if you get no complimentary cards.</p>
<p>THE GAMES:</p>
<p>Your opponent match 1 was borderline retarded.  So much terrible blue control and no creatures.</p>
<p>Match 2</p>
<p>Each of you got mana screwed a game.  Against a deck with that much removal, I would have taken out Mark of the Vampire.  But I would say that Izzet Control is your deck&#8217;s weakness.</p>
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		<title>By: deathjavu</title>
		<link>http://www.mtgoacademy.com/limited-resources-m14-draft-5/comment-page-1/#comment-63796</link>
		<dc:creator><![CDATA[deathjavu]]></dc:creator>
		<pubDate>Tue, 24 Sep 2013 05:40:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=25690#comment-63796</guid>
		<description><![CDATA[A bunch of commenters noted on the turn with the quag sickness vs warden, but I actually thought the misplay was a turn earlier- you&#039;d already planned on blocking the maulhorn with the accursed spirit once before, you&#039;re at 11 facing 7 damage on board. Not sacking the corpse hauler with the liturgy mana was a tempo mistake you couldn&#039;t afford. You were already behind and needed to spend your mana as efficiently as possible.

The *only* reason to block then sack is to get extra value by preventing some damage. Sacking a turn earlier either prevents 5 damage by trading accursed spirit with maulhorn, which is *all* the damage you prevent by block/sacking, or draws out a removal spell (maybe the flames of the firebrand that finishes the game, though that&#039;s a bit results-oriented). They only had 1 card in hand + 1 draw step to get that removal, too.

Finally, if you look at the possible draws, the most likely was land, which you use to cast corrupt (life total is now reasonably secure), or a 3 drop, which you have to choose between it and sacking corpse hauler. Heck, a 4 drop cockatrice would&#039;ve forced the same choice, and I think you&#039;d rather have that in play and maulhorn dead vs. a block/sack with the corpsehauler into the accursed spirit to trade with the maulhorn a turn later. In fact, the only time not sacking it makes sense is if you assume you&#039;re drawing a 1,2,5 or 6 drop (and the latter of those two, you&#039;re screwed anyways).

The lack of consideration for blightcaster early on is also a bit perplexing- m14 is very much enchantment heavy, and blightcaster quite often pulls its weight. Even if it removes only 1 creature it&#039;s already a shock+2/2 body for 4, quite reasonable.]]></description>
		<content:encoded><![CDATA[<p>A bunch of commenters noted on the turn with the quag sickness vs warden, but I actually thought the misplay was a turn earlier- you&#8217;d already planned on blocking the maulhorn with the accursed spirit once before, you&#8217;re at 11 facing 7 damage on board. Not sacking the corpse hauler with the liturgy mana was a tempo mistake you couldn&#8217;t afford. You were already behind and needed to spend your mana as efficiently as possible.</p>
<p>The *only* reason to block then sack is to get extra value by preventing some damage. Sacking a turn earlier either prevents 5 damage by trading accursed spirit with maulhorn, which is *all* the damage you prevent by block/sacking, or draws out a removal spell (maybe the flames of the firebrand that finishes the game, though that&#8217;s a bit results-oriented). They only had 1 card in hand + 1 draw step to get that removal, too.</p>
<p>Finally, if you look at the possible draws, the most likely was land, which you use to cast corrupt (life total is now reasonably secure), or a 3 drop, which you have to choose between it and sacking corpse hauler. Heck, a 4 drop cockatrice would&#8217;ve forced the same choice, and I think you&#8217;d rather have that in play and maulhorn dead vs. a block/sack with the corpsehauler into the accursed spirit to trade with the maulhorn a turn later. In fact, the only time not sacking it makes sense is if you assume you&#8217;re drawing a 1,2,5 or 6 drop (and the latter of those two, you&#8217;re screwed anyways).</p>
<p>The lack of consideration for blightcaster early on is also a bit perplexing- m14 is very much enchantment heavy, and blightcaster quite often pulls its weight. Even if it removes only 1 creature it&#8217;s already a shock+2/2 body for 4, quite reasonable.</p>
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		<title>By: Disco</title>
		<link>http://www.mtgoacademy.com/limited-resources-m14-draft-5/comment-page-1/#comment-63156</link>
		<dc:creator><![CDATA[Disco]]></dc:creator>
		<pubDate>Wed, 18 Sep 2013 01:13:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=25690#comment-63156</guid>
		<description><![CDATA[Interesting line of play came up in round 2.  

We are at 4 life with Corpse Hauler in play, 5 lands, with a hand of Quag Sickness, Corrupt, Nightmare, and Abomination.  Our opponent has Maulhorn and Warden.  You Sickness the Warden to clear the skies, which has merit.  But if we Sickness the Maulhorn instead of Warden, we beat a Disperse or a Time Ebb (and maybe something else I&#039;m forgetting) if we draw the sixth land, where we lose to both Disperse and Time Ebb immediately by removing the Warden.  I can only think of auras beating us with that play, in addition to the spells which would beat us in either line.  My line assumes we are 100% to Corrupt on land six.

The additional value of your line is that ignoring removal gives you the option to play things like Accursed Spirit off the top to trade with the &#039;must attacker&#039;, or some other card off the top- in essence giving you more outs in the games where our opponent is not holding or topdecking removal.  It&#039;s like a gamble for tempo, where you get to hold onto your Corrupt basically ensuring you victory if you dodge removal.  In my line we can still lose after blowing the Corrupt and it&#039;s going to be a nail-biter at 8 life and loss of tempo.


I&#039;m not sure which line is better, but it&#039;s very interesting to consider.


Thanks for the vids again Marshall!]]></description>
		<content:encoded><![CDATA[<p>Interesting line of play came up in round 2.  </p>
<p>We are at 4 life with Corpse Hauler in play, 5 lands, with a hand of Quag Sickness, Corrupt, Nightmare, and Abomination.  Our opponent has Maulhorn and Warden.  You Sickness the Warden to clear the skies, which has merit.  But if we Sickness the Maulhorn instead of Warden, we beat a Disperse or a Time Ebb (and maybe something else I&#8217;m forgetting) if we draw the sixth land, where we lose to both Disperse and Time Ebb immediately by removing the Warden.  I can only think of auras beating us with that play, in addition to the spells which would beat us in either line.  My line assumes we are 100% to Corrupt on land six.</p>
<p>The additional value of your line is that ignoring removal gives you the option to play things like Accursed Spirit off the top to trade with the &#8216;must attacker&#8217;, or some other card off the top- in essence giving you more outs in the games where our opponent is not holding or topdecking removal.  It&#8217;s like a gamble for tempo, where you get to hold onto your Corrupt basically ensuring you victory if you dodge removal.  In my line we can still lose after blowing the Corrupt and it&#8217;s going to be a nail-biter at 8 life and loss of tempo.</p>
<p>I&#8217;m not sure which line is better, but it&#8217;s very interesting to consider.</p>
<p>Thanks for the vids again Marshall!</p>
]]></content:encoded>
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		<title>By: 1MWords</title>
		<link>http://www.mtgoacademy.com/limited-resources-m14-draft-5/comment-page-1/#comment-62026</link>
		<dc:creator><![CDATA[1MWords]]></dc:creator>
		<pubDate>Thu, 05 Sep 2013 19:38:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=25690#comment-62026</guid>
		<description><![CDATA[In one of the later packs, you were talking about splashing Opportunity, but the pack also had an Act of Treason.  Since you already had 4 or 5 Blood Bairns, maybe that is the correct splash?

I also disagree about the Blightcaster.  I know you dislike auras more than most, but in this set three very playable removal spells - Quag Sickness, Sensory Dep and Pacifism - all generally 2-for-1 with Blightcaster.  I agree that he is not a really high pick, but you were talking about heavy black at that point and  Blightcaster was better than anything else in that pack for a heavy black deck.

Another question:  why not take the Altar&#039;s Reap late?  You passed  Pacifism, a couple Shocks and some Sensory Depredations, and had a Tenacious Dead.   Isn&#039;t the card draw worth considering?  Sure, most of that stuff could be fed to the Blood Bairns, but sometimes the Blood Bairn is the creature with the Pacifism.  

Finally, I have to +1 the comments on 18th land over the Minotaur.  And the comments saying thanks for the videos.]]></description>
		<content:encoded><![CDATA[<p>In one of the later packs, you were talking about splashing Opportunity, but the pack also had an Act of Treason.  Since you already had 4 or 5 Blood Bairns, maybe that is the correct splash?</p>
<p>I also disagree about the Blightcaster.  I know you dislike auras more than most, but in this set three very playable removal spells &#8211; Quag Sickness, Sensory Dep and Pacifism &#8211; all generally 2-for-1 with Blightcaster.  I agree that he is not a really high pick, but you were talking about heavy black at that point and  Blightcaster was better than anything else in that pack for a heavy black deck.</p>
<p>Another question:  why not take the Altar&#8217;s Reap late?  You passed  Pacifism, a couple Shocks and some Sensory Depredations, and had a Tenacious Dead.   Isn&#8217;t the card draw worth considering?  Sure, most of that stuff could be fed to the Blood Bairns, but sometimes the Blood Bairn is the creature with the Pacifism.  </p>
<p>Finally, I have to +1 the comments on 18th land over the Minotaur.  And the comments saying thanks for the videos.</p>
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	<item>
		<title>By: Dillon</title>
		<link>http://www.mtgoacademy.com/limited-resources-m14-draft-5/comment-page-1/#comment-61944</link>
		<dc:creator><![CDATA[Dillon]]></dc:creator>
		<pubDate>Thu, 05 Sep 2013 07:26:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=25690#comment-61944</guid>
		<description><![CDATA[Is it just me or does the new modo just look terrible.]]></description>
		<content:encoded><![CDATA[<p>Is it just me or does the new modo just look terrible.</p>
]]></content:encoded>
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		<title>By: BurningVgent</title>
		<link>http://www.mtgoacademy.com/limited-resources-m14-draft-5/comment-page-1/#comment-61820</link>
		<dc:creator><![CDATA[BurningVgent]]></dc:creator>
		<pubDate>Wed, 04 Sep 2013 03:22:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=25690#comment-61820</guid>
		<description><![CDATA[Hello, you are a skilled drafter and i enjoy watching. In your second match game three, you mulliganed down to 4 cards. In your opening hand on the draw (which implies a starting hand of 7 known cards and 1 random) you had a relevant turn 2, and turn 3 play with 2 lands, as well as an unbeatable endgame, the probability of your first 3 draws yielding 1 land card for your turn three is 92.2% the probability of drawing 2 lands or more in your first three draws is 65.3%. The improper mulligan is an error made by every magic player. in your 3 land cockatrice hand, the probability actually begins to literally stack against you, even though your known cards ay be playable the probability of drawing dead increases in an exponential fashion as lines of play dwindle with less cards so do the odds od drawing into those lines of play]]></description>
		<content:encoded><![CDATA[<p>Hello, you are a skilled drafter and i enjoy watching. In your second match game three, you mulliganed down to 4 cards. In your opening hand on the draw (which implies a starting hand of 7 known cards and 1 random) you had a relevant turn 2, and turn 3 play with 2 lands, as well as an unbeatable endgame, the probability of your first 3 draws yielding 1 land card for your turn three is 92.2% the probability of drawing 2 lands or more in your first three draws is 65.3%. The improper mulligan is an error made by every magic player. in your 3 land cockatrice hand, the probability actually begins to literally stack against you, even though your known cards ay be playable the probability of drawing dead increases in an exponential fashion as lines of play dwindle with less cards so do the odds od drawing into those lines of play</p>
]]></content:encoded>
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		<title>By: Anonymous</title>
		<link>http://www.mtgoacademy.com/limited-resources-m14-draft-5/comment-page-1/#comment-61815</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Wed, 04 Sep 2013 02:24:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.mtgoacademy.com/?p=25690#comment-61815</guid>
		<description><![CDATA[Why did you keep taking off-color cards over Artificer&#039;s Hex in the last few picks?  It&#039;s a fine sideboard card against Fireshrieker.]]></description>
		<content:encoded><![CDATA[<p>Why did you keep taking off-color cards over Artificer&#8217;s Hex in the last few picks?  It&#8217;s a fine sideboard card against Fireshrieker.</p>
]]></content:encoded>
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