G
Gizmo
Guest
I came 2nd in a 60-man field. I played GBu with a lot of graft and +1/+1 interactions and the only deck I lost to all day was virtually identical to mine but had rares in that I didn't have - the Experiment Kraj and Omnibian, both of which dominated our Graft vs Graft matchup. I looked at the stuff in R/B which looked ok (Irkspitters etc) and decided that too many things would have +1/+1 counters and they'd be almost useless - and that's about how it went, there certainly wasn't much UW or RB on the top tables. That said, the only guy to go 6-0 was playing a 4-colour deck that based off green and went out for R/B removal and white creatures, along with a few silly flying rares.
My Deck:
Creatures (17)
Elves Of Deep Shadow
Transluminant
Aquastrand Spider
Simic Guildmage
Roofstalker Wight
Trophy Hunter
Golgari Brownscale
Shambling Shell
Patagia Viper
Sporeback Troll
Assault Zeppelid
Demon's Jester x2
Mortipede (MVP, especially when used with Sporeback Troll)
Golgari Rotwurm
Helium Squirter
Root Kin Ally
Spells (7)
Riot Spikes
Clinging Darkness
Simic Signet
Thrive
Sundering Vitae
Vigor Mortis
Brainspoil
Land (16)
Simic Growth Chamber
Island x2
Forest x6
Swamp x7
It's not a particularly amazing deck, no cards in there scream GAME WIN at you. What it does have is amazing synergy and solid card interactions all round. It was very interesting to play for that reason, and my opponents threw away a lot of cards simply because I had so many options available that they couldnt predict what I would do if they attacked.
Sideboarded Cards
Shielding Plax x2
Scatter The Seeds
These three cards came in vs the RB decks with their point removal up the wazoo, taking out Sundering Vitae, Riot Spikes, and Thrive. They were very good SB choices and perhaps should have been maindecked - I'd undervalued Scatter The Seeds and would certainly maindeck that in future.
What was good?
+1/+1 tokens - they rocked the world. Not only did I play three graft cards, I also had Shambling Shell, Vigor Mortis, Trophy Hunter and Thrive, with Simic Guildmage to manipulate them around. What you fnd with Graft is it's very much like Slivers in that when you get the Helium Squirter all creatures get flying, or all creatures get regen from the Shoreback. The combat tricks I had available at any one time could be rather silly and it made Dredging the Shell each turn a reasonable strategy. Particularly strong interaction was Shoreback and Mortipede - the +1/+1 counter made Mortipede harder to kill, and could regenerate anyway and wiped out more of your opponent's creatures.
What was bad?
"Deal 1 point..." or "-X/-1" - It seemed like suddenly everything has an oink of at least two and my Riot Spikes and Clinging Darkness were UTTERLY USELESS. And I mean UTTERLY useless - I don't think I usefully cast them once during 6 rounds, and whenever my opponent had something like that or an Irkspitter I just ignored it and ploughed on through with my 3/3s and 4/2s. Even dealing 2 damage is undervalued as people can choose to bring things in with a +1/+1 counter on and render toughness-based removal useless.
What was the biggest disagreement?
Nettling Curse - I don't rate this card at all, and yet people were playing them and ranting on about how good they are. I just don't buy it, firt of all it doesnt kill anything, doesnt stop anything with an activated ability... so straight away you're looking at Pacifism and not Arrest. The if you put it on a big creature I'm probably happy to take 3 damage in order to swing at you for 5, and if you put it on a small creature then W00T you just nullified a small creature, it's not game-winning. It comes down to this - when you're losing putting a Nettling Curse on something is useless because he'll take the damage and keep on coming, and when you're winning all Nettling Curse is help you win more. Cards that are bad when you're losing are bad, period - particularly in limited.
PS... Hellbent is pretty crap as abilities go, it's a fraction as good as Threshold was anyway. But when those Jester's Demons went Hellbent my opponent certainly knew about it. For commons they're very strong as you'd play a 2/2 flyer for B3 anyway I suspect.
My Deck:
Creatures (17)
Elves Of Deep Shadow
Transluminant
Aquastrand Spider
Simic Guildmage
Roofstalker Wight
Trophy Hunter
Golgari Brownscale
Shambling Shell
Patagia Viper
Sporeback Troll
Assault Zeppelid
Demon's Jester x2
Mortipede (MVP, especially when used with Sporeback Troll)
Golgari Rotwurm
Helium Squirter
Root Kin Ally
Spells (7)
Riot Spikes
Clinging Darkness
Simic Signet
Thrive
Sundering Vitae
Vigor Mortis
Brainspoil
Land (16)
Simic Growth Chamber
Island x2
Forest x6
Swamp x7
It's not a particularly amazing deck, no cards in there scream GAME WIN at you. What it does have is amazing synergy and solid card interactions all round. It was very interesting to play for that reason, and my opponents threw away a lot of cards simply because I had so many options available that they couldnt predict what I would do if they attacked.
Sideboarded Cards
Shielding Plax x2
Scatter The Seeds
These three cards came in vs the RB decks with their point removal up the wazoo, taking out Sundering Vitae, Riot Spikes, and Thrive. They were very good SB choices and perhaps should have been maindecked - I'd undervalued Scatter The Seeds and would certainly maindeck that in future.
What was good?
+1/+1 tokens - they rocked the world. Not only did I play three graft cards, I also had Shambling Shell, Vigor Mortis, Trophy Hunter and Thrive, with Simic Guildmage to manipulate them around. What you fnd with Graft is it's very much like Slivers in that when you get the Helium Squirter all creatures get flying, or all creatures get regen from the Shoreback. The combat tricks I had available at any one time could be rather silly and it made Dredging the Shell each turn a reasonable strategy. Particularly strong interaction was Shoreback and Mortipede - the +1/+1 counter made Mortipede harder to kill, and could regenerate anyway and wiped out more of your opponent's creatures.
What was bad?
"Deal 1 point..." or "-X/-1" - It seemed like suddenly everything has an oink of at least two and my Riot Spikes and Clinging Darkness were UTTERLY USELESS. And I mean UTTERLY useless - I don't think I usefully cast them once during 6 rounds, and whenever my opponent had something like that or an Irkspitter I just ignored it and ploughed on through with my 3/3s and 4/2s. Even dealing 2 damage is undervalued as people can choose to bring things in with a +1/+1 counter on and render toughness-based removal useless.
What was the biggest disagreement?
Nettling Curse - I don't rate this card at all, and yet people were playing them and ranting on about how good they are. I just don't buy it, firt of all it doesnt kill anything, doesnt stop anything with an activated ability... so straight away you're looking at Pacifism and not Arrest. The if you put it on a big creature I'm probably happy to take 3 damage in order to swing at you for 5, and if you put it on a small creature then W00T you just nullified a small creature, it's not game-winning. It comes down to this - when you're losing putting a Nettling Curse on something is useless because he'll take the damage and keep on coming, and when you're winning all Nettling Curse is help you win more. Cards that are bad when you're losing are bad, period - particularly in limited.
PS... Hellbent is pretty crap as abilities go, it's a fraction as good as Threshold was anyway. But when those Jester's Demons went Hellbent my opponent certainly knew about it. For commons they're very strong as you'd play a 2/2 flyer for B3 anyway I suspect.