Limited Resources: Modern Masters Draft #1

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  1. I don’t really think this is a 17 land deck. You have a single five drop and *maybe* a six drop that you’re really going to cycle for two the vast majority of times. You’ve got such a huge density of one and two drops that flooding out is going to be terrible (as we saw M1) since you’re pretty all-in on the aggro strategy.

  2. Do not play modern masters. They should be boycotted due to their disgusting pricetag.

  3. watching this draft was really frustrating. rebels were so completely wide open and you just refused to take them. rift bolt and glacial ray are really not great removal spells as they don’t kill cards like Imperiosaur, Errant Ephemeron, etc. that you run into all the time.

  4. Goblins and Rebels were both wide open and you settled into like half of each.

    I feel like if you’d committed to one or the other when you had the P1P3 choice between Mad Auntie and Amrou Scout, you’d have been much happier. Mad Auntie was probably the strongest signal from the right and would have been my pick

  5. Not sure if it would have won you the game, but in M1G3, you had the option of playing the bounce-echo goblin (not great with names) and then targeting his wood kick draw guys (again, not good with names), then Path to Exile-ing them in response to the return-to-hand ability. You’d have had two more power and one less blocker on the board a couple turns earlier than when you bounced that Baloth.

  6. I agree with Asmodan, this deck could have easily done 16 lands and added in the Fiery Fall. It’s basically another land drop with an extra benefit of being removal.

    I wish that the idea of always having 17 lands would be reconsidered more. I only play 17 when I have more than 2 colors, when the fixing is bad or when my curve is high. Modern Masters has some good fixing in it, so most of the time, you won’t need 17 lands. I’ve won a draft with 15 lands, sometimes you have to consider that aggro decks cannot flood or they are going to lose.

  7. Few things… Marsh Flitter doesn’t get +2/+2 from sacrificing a goblin, it just becomes a 3/3 so you had nothing to worry about on the Redcap play during M3. Second, why no consideration at all for Fury Charm in the same match? You saw piles and piles of artifacts from him, it seems like having a Shatter would be pretty handy and the fact it modal makes it not a dead card most of the time.

  8. One thing i noticed is in match 1 game 3. The turn you paid the echo costs of the stingscourger you should have suspended riftbold to save mana the next turn, because you knew the giant duskwasp would come into play on you opponents turn. You would want to kill that thing anyway, because it really halted you assault.
    This would have made him attack, but you could have cleared his board the next turn to swing back.

  9. Is it just me or was white way more open than black? I would’ve for sure gone WRb :X

    Also MMA Drafts don’t have a disgusting pricetag at all Oo whoever said that^^

  10. I’m intrigued by the potential to draft Storm in this format, and just now forced storm alongside you, Marshall. I wound up with what I believe to be a pretty sweet deck: 3 Grapeshots, two Desperate Rituals, three Empty the Warrens, the Pyromancer’s Swath after it wheeled, manamorphose, and a TON of Arcane spells to splice stuff onto. Also got two Dampen Thoughts as an alternate win-con.

    I hope you draft Storm with MMA at some point before it leaves, I’d love to see your take on the archetype.

  11. R1G1 you have him DOB when he tromps unless has land plus a 1 drop, which is very unlikely given his prior plays… let tromp resolve, wait for attacks, path aethersnipe, block with war marshall, go to 1, eot blightspeaker him to 13, untap attack with everything and bolt his face for 5 with rift bolt and glacial ray