Saturday, June 1, 2013

  Pack 1 pick 1:

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I took the rare b/c I haven't played with it yet and wanted to try it out, but if it weren't here, I think I would take the Maaka.

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And immediately I wish I had taken the Maaka. I think this is better than taking Kruul Warroir or Runner's Bane to pair with my Beck/Call though.

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Again, an obvious choice, and it looks like I'm probably ditching Beck/Call.

  Pack 1 pick 4:

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I think that just the Give side of this is better than Fatal Fumes, so I took the split card, since I can pair it with Druid or Putrefy. Lawmage might be a signal for Azorious, but I haven't been too impressed with him, so I decided to not go with Lawmage/Call, and and Azorious plan.

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I think even without the ability, I would take this over the Drake, since 2 drops are much more important to get out of Maze, as it doesn't have many.

  Pack 1 pick 6:

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And a nice late signal for Rakdos.

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Morgue Burst usually comes around SUPER late, so I'm hoping not to have to pick one up with this pick.

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  Pack 2 pick 1:

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This pick was pretty tough between Balustrade and Rampager.

As of now, the cards that I could play in Jund colors are: Zur Druid, Putrefy, Give, Scrivener, Spike Jester, black Gatekeeper, Fatal Fumes, Toil/Trouble.

Having mostly Rakdos cards, and due to the fairly late Spike Jester, I want to try to stay Rakdos, and so I took the Spy.

However, even staying Rakdos, the Rampager might have been a better pick here as an awesome splashable card.



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Didn't screenshot this deck, but I think it was:

Scrivener
Jester
Wight 6
Bomber Corps
Grim Rousty
Shred Freak
Racketeer
Syndicate Enforcer
Balustrade Spy
Spawn of Rix Maadi
Goblin Rally
Batterhorn
Locust

Fatal Fumes
Toil/Trouble
Weapon Surge
Arrows
Death's Approach
Madcap Skills
Beckon Apparition
Augur Spree
Rak Keyrune
Dynachargge

I think this deck turned out pretty good, although I would have liked 1-2 more 3 drops.
I made the finals, but then lost to a guy with 2 GW guildmages, who drew them in 2 of the 3 games.

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