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Junji Eat More
Oct 22, 2005

You don't know it, but you are full of stahs

Lunael posted:

Edit:
Speaking of pick orders...

Picked p2p1 Contagious Nim over Steel Hellkite (with Grafted Exoskeleton already in the pile, if that matters) in the draft that Vengeance pick is. And I'm pretty confident it was the right thing to do. I reasoned that 6cc is a lot for most Infect decks, and at the point of the game where you generally drop 6cc power card I want to be well on my way to win already.

Playing against Infect, your general policy is to trade / use removal up front, and try to get them to run out of steam. I'd play the Hellkite since if you drop it, they probably will have already used their answers, and if you're not on your way to win already, it'll get you there single-handedly.

I understand the importance of committing to the infect archetype, but cards that will win you the game by themselves trump that.

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Yawgmoth
Sep 10, 2003

This post is cursed!
Not only that but if you throw that exoskeleton on it that's what, 7 poison right there, with extra if you turn on firebreathing?

ChewyLSB
Jan 13, 2008

Destroy the core
ChannelFierball used to have a series called "What's the pick", and by "used to" I mean they did one episode during Shards limited. I thought it was really cool, and its one of my favorite things to talk about in terms of magic limited.

So... P1P1 Arrest or Glimmerpoint Stag.

Also, I had an actual draft, where it was... P3P4 I think. I was G/W Metalcraft. I had probably 14 artifacts, and a pretty strong deck. I think I had 1 Arrest, 1 Revoke Existance, and 1 Sylvok Replica. My pick was Arrest or Myrsmith.

I ended up taking Arrest, and ended up going 3-0, so... there's that

Sigma-X
Jun 17, 2005
Arrest in both cases.

p1p1, I'd rather take the card that is both hard removal for every bomb in the format, and easier to cast/splash.

in G/W metalcraft that late, I'd rather have the arrest, because G/W is weak on removal. I'd take the stag only if I felt that I would have enough artifacts that would need refreshing that it would be worth it - 3+ tumble magnet/trigon of rage.

Myrsmith is drat fine, but Arrest is one of the few cards in the format that beats the 5 toughness bombs.

Vanilla Bison
Mar 27, 2010




Sigma-X is right, Arrest in both cases. Great removal that's easy to splash makes it both a great p1p1 and a better way to solidify an already strong deck than Myrsmith.

I don't know why you'd say that GW is weak on removal, though, when it's better than it's been in just about any block. Arrest, Revoke Existence and Sylvok Replica are all great.

Yawgmoth
Sep 10, 2003

This post is cursed!
Dispense Justice is also really fantastic for WX metalcraft. Two attackers for 3 mana typically eats at least one good creature.

Sigma-X
Jun 17, 2005

Vanilla Bison posted:

Sigma-X is right, Arrest in both cases. Great removal that's easy to splash makes it both a great p1p1 and a better way to solidify an already strong deck than Myrsmith.

I don't know why you'd say that GW is weak on removal, though, when it's better than it's been in just about any block. Arrest, Revoke Existence and Sylvok Replica are all great.

yeah, g/w is better than it usually is, but most of the removal it has is disenchant analogues, which are blank against half the format, which is why having Arrest is so good. Being able to deal with an opponent's Hoard Smelter Dragon or Scrapdiver Serpent is really important.

Vanilla Bison
Mar 27, 2010




Sigma-X posted:

yeah, g/w is better than it usually is, but most of the removal it has is disenchant analogues, which are blank against half the format, which is why having Arrest is so good. Being able to deal with an opponent's Hoard Smelter Dragon or Scrapdiver Serpent is really important.

Agreed, but the only color besides white that can do anything about those cards at common is red with Turn to Slag. Judging on commons alone, GW is probably the strongest removal combination after RW, because Grasp of Darkness is so splash-unfriendly and both Fume Spitter and Instill Infection are so limited in what they can deal with.

Chutch
Jan 1, 2008
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

ChewyLSB posted:

ChannelFierball used to have a series called "What's the pick", and by "used to" I mean they did one episode during Shards limited. I thought it was really cool, and its one of my favorite things to talk about in terms of magic limited.

So... P1P1 Arrest or Glimmerpoint Stag.
This is what the podcast Limited Resources does. They just call it crack a pack.

http://mtglimitedresources.blogspot.com/

The authors also write articles for both puremtgo and mtgoacademy.

Ashenai
Oct 5, 2005

You taught me language;
and my profit on't
Is, I know how to curse.

Yawgmoth posted:

Dispense Justice is also really fantastic for WX metalcraft. Two attackers for 3 mana typically eats at least one good creature.

I dislike Dispense Justice, although I'l play it if I get it. It just gets so much worse against good players.

I do like how it's also actually pretty hard to use: a lot of the time, the right call is to wait until the Combat Damage step, after all the creatures have dealt damage and some attackers have been traded off, and then play it. I very rarely see people figure out that play, though.

Yawgmoth
Sep 10, 2003

This post is cursed!

Ashenai posted:

I do like how it's also actually pretty hard to use: a lot of the time, the right call is to wait until the Combat Damage step, after all the creatures have dealt damage and some attackers have been traded off, and then play it. I very rarely see people figure out that play, though.
I really like this play, but I so rarely get to use it because so many people around here are extra cautious and only attack with 1-2 guys unless they have tricks or are going for a final push or something, so they walk right into the before blockers DJ.

Another thing I've done is use fulgent distraction to tap down two guys that aren't a huge threat so that they can only attack with their dragon or whatever. Either hold back for a turn and you buy time or they walk right into a DJ when they call your bluff.

Lunsku
May 21, 2006

The upside of not picking up the Hellkite was pretty much that I was able to play 16 lands comfortably, a land count where I think on the play you're looking at playing 6cc card turn 9-10 on average. Generally my Infect decks end up low curve, ending at 4cc and preferably not too packed there.

The downside was, well, not having a single card that could win a game by it's own if unanswered. Can't really argue with that.

I actually boarded out Grafted Exoskeleton in two matches (for Wing Puncture, Relic Putrefaction if I remember right). I still tend to draft it and deck it in most Infect decks, but each time it feels less than it should be on the paper. In this draft, every time I had it in hand I just had better cards to play for the occasion, generally creatures or disruption like Tumble Magnet and Rust Tick. In the two matches I boarded it out artifact hate was running pretty rampant too.

Lunsku
May 21, 2006

So yesterday apparently was 12-? queue night:



I was sure this was MTGO bugging on me again, like it sometimes does showing cards in collection double. Relogging generally helps with the bug. But as my collection still shows tonight that I went up 12 packs from what I had after joining the queue...

MTGO sure is bugging out a ton recently. During the Scars prereleases almost every time when I got to choose whether draw or play, choosing option just grayed the button in question out but didn't advance me anywhere. Had to relog to get to see my hand. Cards disappearing from the board too, opponent had invisible Deathmantle in one draft and I had to relog to actually make it appear again.

Lunsku
May 21, 2006

So, ten drafts down in MTGO, 9 8-4 and 1 4-3-2-2. The breakdown of decks I've drafted is a tad boring:

5 BG
2 RW
1 UR
1 RG
1 UW

BG Infect just feels the best deck of the format in the current draft tables, as bizarrely enough it looks to be open pretty often.

I'm really, really trying to keep my eyes open for UR decks. Blue is the new green it looks like, but weak enough that you really want it to be open to jump in. And you really want to help it with some removal colour, likely red or white.

Half of Dracula
Oct 24, 2008

Perhaps the same could be

Lunael posted:

BG Infect just feels the best deck of the format in the current draft tables, as bizarrely enough it looks to be open pretty often.

It doesn't really have any magic backing, but if you consider a lot of people started out wanting to draft infect, and being burned from it being so shallow, most people might be trying to avoid infect. Enough people do, and bg Infect is wide open in draft.

Vanilla Bison
Mar 27, 2010




Half of Dracula posted:

It doesn't really have any magic backing, but if you consider a lot of people started out wanting to draft infect, and being burned from it being so shallow, most people might be trying to avoid infect. Enough people do, and bg Infect is wide open in draft.

They also might be falling into the same trap that I've fallen into: "Well, p1p1, there's red/white removal and there's a good infect creature. The removal should be a safer pick. Next, here's a good on-color card, I shouldn't go for infect yet. Next pick, huh, infect still seems to be coming, but now I'm not sure I can cut it hard enough..."

Yawgmoth
Sep 10, 2003

This post is cursed!
I ended up drafting WR metalcraft with Hoardsmelter Dragon, 2 Kemba, and a good handful of equipment/cheap things with some removal. Pumping out 3-4 kitties a turn was great, as was blowing up rusted relics and smashing face. Finished in 2nd place, and the guy who beat me to get 1st had almost an identical deck but he drew his removal and I didn't.

Gerund
Sep 12, 2007

He push a man


Vanilla Bison posted:

They also might be falling into the same trap that I've fallen into: "Well, p1p1, there's red/white removal and there's a good infect creature. The removal should be a safer pick. Next, here's a good on-color card, I shouldn't go for infect yet. Next pick, huh, infect still seems to be coming, but now I'm not sure I can cut it hard enough..."

This is why I consider p1p1 Darksteel Axe the strongest choice in current drafts. It leaves you open to anything and when a good infect creature gets passed pick 2 or 3 you're very able to cut infect from that point on.

LCQC
Mar 19, 2009
Top 8'd the Wellington (NZ) sealed PTQ, losing in the first top 8 round.

Heres my sealed pool:

White:

Arrest x2
Fulgent Distraction x1
Ghalma's Warden x2
Loxodon Wayfarer x1
Salvage Scout x1
Seize the Initiative x1
Tempered Steel x1

Blue:

Neurok Invisimancer x1
Riddlesmith x1
Scrapdiver Serpent x1
Screeching Silcaw x2
Shape Anew x1
Stoic Rebuttal x1
Trinket Mage x1
Turn Aside x1
Vault Skyward x1

Black:

Contagious Nim x1
Moriok Reaver x3
Necrogen Scudder x2
Painsmith x1
Plague Stinger x2
Relic Putrescence x1

Red:

Blade-Tribe Berserkers x1
Embersmith x1
Flameborn Hellion x2
Oxidda Daredevil x1
Oxidda Scrapmelter x1
Vulshok Heartstoker x3

Green:

Acid Web Spider x1
Blight Mamba x1
Blunt the Assault x2
Carrion Call x1
Cystbearer x1
Lifesmith x1
Molder Beast x2
Tangle Angler x1
Untamed Might x1
Viridian Revel x2
Withstand Death x1

Artifact:

Auriok Replica x2
Barbed Battlegear x1
Bladed Pinions x1
Chimeric Mass x1
Copper Myr x1
Corpse Cur x1
Culling Dais x1
Darksteel Juggernaut x1
Flight Spellbomb x1
Glint Hawk Idol x1
Golden Urn x2
Golem Foundry x1
Heavy Arbalest x1
Infiltration Lens x1
Leaden Myr x1
Liquimetal Coating x1
Memnite x1
Neurok Replica x1
Origin Spellbomb x1
Perilous Myr x1
Razorfield Thresher x1
Semblance Anvil x1
Snapsail Glider x2
Steel Hellkite x1
Strider Harness x1
Sylvok Lifestaff x1
Sylvok Replica x1
Tumble Magnet x1
Wall of Tanglecord x1

Heres the deck. I went 4-1-1 in a 55ish field.

Arrest x2
Ghalmas Warden x2
Salvage Scout x1
Tempered Steel x1

Blade-Tribe x1
Embersmith x1
Oxidda Scrapmelter x1

Copper myr x1
Chimeric Mass x1
Glint Hawk Idol x1
Darksteel Jugs x1
Leaden Myr x1
Origin Spellbomb x1
Perilous Myr x1
Snapsail x2
Steel Hellkite x1
Strider Harness x1
Sylvok Rep x1
Sylvok Lifestaff x1
Tumble Magnet x1




Thoughts? Builds?

wodin
Jul 12, 2001

What do you do with a drunken Viking?

Pretty much correct IMO - it's a pretty sick pool. I personally think Salvage Scout or Strider Harness should have been Culling Dais but that's probably just personal preference.

Gerund
Sep 12, 2007

He push a man


LCQC posted:

Top 8'd the Wellington (NZ) sealed PTQ, losing in the first top 8 round.

Heres my sealed pool:

~

Thoughts? Builds?

Depending on the mana base I would have loved to streach for one or two Necrogen Scudders. Lead myr plus two swamp gives you a really nice body that can evade a ton of creatures.

On the other hand I assume you're splashing for that Sylvok Replica, which plays better with your Tempered Steel. If so, Neurok Replica is also a good splash that can be a great tempo move. Also, Wall of Tanglecord is p.much a great card for stopping dudes, especially if you're already splashing green.

Cutting either Salvage Scout or Blade Tribe would be what I'd cut for either of those.

Edly
Jun 1, 2007
A drafting mulligan question:

I drafted B/G infect. Game 1, my opening hand had 2 forests and 0 swamps, but with 1 swamp I could have played all my spells, so I kept it, but didn't get a swamp the rest of the game and lost.

Game 2, my opening hand had 2 swamps and 0 forests; reacting to the last game, I mulliganed, got a 0-land hand, then got a 4-swamp hand (and lost).

What is the actual correct policy for a 2-swamp or 2-forest hand in this case (assuming a couple spells are playable with those 2 lands)?

edit: my deck has 8 swamps and 9 forests.

Edly fucked around with this message at 18:12 on Nov 6, 2010

Eibon
Oct 30, 2007

Brought to you by Fishy Joe's.

vertiginominal posted:

A drafting mulligan question:

I drafted B/G infect. Game 1, my opening hand had 2 forests and 0 swamps, but with 1 swamp I could have played all my spells, so I kept it, but didn't get a swamp the rest of the game and lost.

Game 2, my opening hand had 2 swamps and 0 forests; reacting to the last game, I mulliganed, got a 0-land hand, then got a 4-swamp hand (and lost).

What is the actual correct policy for a 2-swamp or 2-forest hand in this case (assuming a couple spells are playable with those 2 lands)?

edit: my deck has 8 swamps and 9 forests.

If you can't cast any of the spells in your hand, it's usually a good idea to mulligan.

Ashenai
Oct 5, 2005

You taught me language;
and my profit on't
Is, I know how to curse.

vertiginominal posted:

A drafting mulligan question:

I drafted B/G infect. Game 1, my opening hand had 2 forests and 0 swamps, but with 1 swamp I could have played all my spells, so I kept it, but didn't get a swamp the rest of the game and lost.

Game 2, my opening hand had 2 swamps and 0 forests; reacting to the last game, I mulliganed, got a 0-land hand, then got a 4-swamp hand (and lost).

What is the actual correct policy for a 2-swamp or 2-forest hand in this case (assuming a couple spells are playable with those 2 lands)?

edit: my deck has 8 swamps and 9 forests.

The information you've given is not enough to determine if you should have mulliganed. There are two swamp hands you can keep, and two swamp hands you need to mulligan. Whether you're going first or second is also a huge factor.

Edly
Jun 1, 2007

Ashenai posted:

The information you've given is not enough to determine if you should have mulliganed. There are two swamp hands you can keep, and two swamp hands you need to mulligan. Whether you're going first or second is also a huge factor.

Sorry, I suspected that might be the case. Here's what the hand was:

2x Forest
Sylvok Lifestaff (1)
Tumble Magnet (3)
Necropede (2)
Necrogen Scudder (2B)
Tainted Strike (B)

And I was playing second.

Could you elaborate on why whether you're going first makes a big difference?

Ashenai
Oct 5, 2005

You taught me language;
and my profit on't
Is, I know how to curse.

vertiginominal posted:

Sorry, I suspected that might be the case. Here's what the hand was:

2x Forest
Sylvok Lifestaff (1)
Tumble Magnet (3)
Necropede (2)
Necrogen Scudder (2B)
Tainted Strike (B)
Tel-Jilad Fallen (2GG)

And I was playing second.

I keep this hand, this isn't even close for me. Sucks that you got manascrewed, but I think you made the right decision regardless. If you were going first, this would be a much harder decision. I probably still keep, though.

quote:

Could you elaborate on why whether you're going first makes a big difference?

Hands with good cards but sketchy mana are much more keepable on the draw, because you get an extra card. For instance, with the hand you posted, if you're going first and you draw two non-lands, you can't cast that Tumble Magnet of turn 3. Going second, you get three chances to draw that land.

Edly
Jun 1, 2007

Ashenai posted:

I keep this hand, this isn't even close for me. Sucks that you got manascrewed, but I think you made the right decision regardless. If you were going first, this would be a much harder decision. I probably still keep, though.


Hands with good cards but sketchy mana are much more keepable on the draw, because you get an extra card. For instance, with the hand you posted, if you're going first and you draw two non-lands, you can't cast that Tumble Magnet of turn 3. Going second, you get three chances to draw that land.

Awesome, thanks for the advice.

LCQC
Mar 19, 2009

Gerund posted:

Depending on the mana base I would have loved to streach for one or two Necrogen Scudders. Lead myr plus two swamp gives you a really nice body that can evade a ton of creatures.

On the other hand I assume you're splashing for that Sylvok Replica, which plays better with your Tempered Steel. If so, Neurok Replica is also a good splash that can be a great tempo move. Also, Wall of Tanglecord is p.much a great card for stopping dudes, especially if you're already splashing green.

Cutting either Salvage Scout or Blade Tribe would be what I'd cut for either of those.

Yeah I ran 2 forests w copper myr. I knew I was playing white so I was tossing up between black and red. The Wall is a card I misjudged, it should have been in.

Retcon
Jun 23, 2010

We have a pretty small FNM scene here, so we draft most of the time. After the comments I've gotten on my last SOM draft, I went into Infect as soon as I saw an opening last Friday. Getting an Contagion Engine p1p1 made the decision a LOT easier, of course. Ended up in the middle field, but I felt like I had a pretty good deck in the end and had a lot of fun playing it. So yeah, I'm definitely not going to rule out Infect from the get-go from now on.

Also, some input on my M11 draft would be greatly appreciated: http://www.raredraft.com/watch?d=1seo9

Vanilla Bison
Mar 27, 2010




Retcon posted:

Also, some input on my M11 draft would be greatly appreciated: http://www.raredraft.com/watch?d=1seo9

Haha, I looked at the first pack in the context of "input would be appreciated" and instantly thought "He's going to gently caress himself over." Hoarding Dragon is a diabolical trap, because it's obviously powerful as a first pick, but it shoves you hard into a terrible color. You rarely get actual use out of the artifact-fetching ability, either.

Second pick, I would have favored the Foresee over the Griffin just because you already passed a Blinding Mage. There's also an argument for Quag Sickness and forcing red/black. When Jace's Ingenuity comes, it's definitely the strongest card, but it's double-colored, so that was the moment you needed to think hard about color commitments. Blue was definitely flowing, but you'd already shipped Water Servant, Foresee and Cloud Elemental, so you probably weren't going to get much support in the second pack. None of the on-color cards are good enough to discourage you from being adventurous, but you're not running green, so you should have been looking to ditch either red or white after you took the Ingenuity.

None of your choices from that point on are unjustifiable, but if you're unsure about your colors in the second pack and you don't have any mana fixing, you need to commit and cut hard so that hopefully you'll get passed some decent material in the third pack. p2p4 Lightning Bolt works fine as a splash, p2p5 Shiv's Embrace does not. You still look shaky as hell in the overview at the end of pack 2, but then a wave of on-colors and artifacts completely shored up your deck, so I guess despite my bitching you navigated the signals handily enough.

Regarding your draft comments, on p1p6, I don't think you're stubborn about picking colors if you have three colors halfway through the first pack and are looking longingly at a fourth. And why do you dislike Cloud Crusader? They're solid, just slightly outclassed by Azure Drake. In a UW setup without a Stormfront Pegasus in sight, I'd take and run four Crusaders before I'd draft Inspired Charge.

Retcon
Jun 23, 2010

Vanilla Bison posted:

Haha, I looked at the first pack in the context of "input would be appreciated" and instantly thought "He's going to gently caress himself over." Hoarding Dragon is a diabolical trap, because it's obviously powerful as a first pick, but it shoves you hard into a terrible color. You rarely get actual use out of the artifact-fetching ability, either.
Really wasn't sure about taking Hoarding Dragon at first, but in my very first draft people bitched at me for passing him, so I guess it was some kind of knee-jerk reaction. Still, I think he's a decent first pick in pack 1, but it's a shame he had to be in the same pack as Blinding Mage.

quote:

None of your choices from that point on are unjustifiable, but if you're unsure about your colors in the second pack and you don't have any mana fixing, you need to commit and cut hard so that hopefully you'll get passed some decent material in the third pack. p2p4 Lightning Bolt works fine as a splash, p2p5 Shiv's Embrace does not. You still look shaky as hell in the overview at the end of pack 2, but then a wave of on-colors and artifacts completely shored up your deck, so I guess despite my bitching you navigated the signals handily enough.

Regarding your draft comments, on p1p6, I don't think you're stubborn about picking colors if you have three colors halfway through the first pack and are looking longingly at a fourth.
I guess "stubborn" isn't the right word for it, but I'm really having problems deciding on when to enter/ditch colors. As you said, I probably would have had a stronger pool if I had concentrated on two colors in pack 2. After picking Lighting Bolt I thought "Well, I already have the Dragon so might as well snap up some good red cards if I can", which turned out be a bad idea in the end.

quote:

And why do you dislike Cloud Crusader? They're solid, just slightly outclassed by Azure Drake. In a UW setup without a Stormfront Pegasus in sight, I'd take and run four Crusaders before I'd draft Inspired Charge.
I don't really dislike Cloud Crusader - he's a handy creature to have, I just didn't think that I'd run three of them, considering their casting cost.

Thanks for the commentary.

Johflop
Aug 23, 2008
I'm in the Master's Edition sealed tournament queue. I know I'm not going to win it, but first place gets a full foil set of any Master's Edition set. I'd definitely pick ME2 because it has the highest priced dual lands. You could easily get 200 tickets for selling the set.

Karnegal
Dec 24, 2005

Is it... safe?
Headed to a 2HG sealed in about 30 mins. When I get back late tonight I'll let you know how stupid poison is in that format.

netcat
Apr 29, 2008

Johflop posted:

I'm in the Master's Edition sealed tournament queue. I know I'm not going to win it, but first place gets a full foil set of any Master's Edition set. I'd definitely pick ME2 because it has the highest priced dual lands. You could easily get 200 tickets for selling the set.

Selling to supernovabot would give 285 tickets for the duals alone according to their price list :v: ( http://supernovabots.com/prices_3.txt )

ChewyLSB
Jan 13, 2008

Destroy the core

Karnegal posted:

Headed to a 2HG sealed in about 30 mins. When I get back late tonight I'll let you know how stupid poison is in that format.

Is poison not altered at all for 2HG? Thats always struck me as a little weird in any formats with "teams", usually life totals are altered, but Mill and Poison are the same amounts and should theoretically be much better in a team game.

Wollawolla
Jan 15, 2007

Are you gonna smash my skull and breathe my blood-mist?

ChewyLSB posted:

Is poison not altered at all for 2HG? Thats always struck me as a little weird in any formats with "teams", usually life totals are altered, but Mill and Poison are the same amounts and should theoretically be much better in a team game.

When you hit somebody with poison it only goes on that person's life total, it's not shared. When they hit 10 counters they're eliminated but their teammate still lives and now has the ability to attack either opponent instead of just the one across from them.

Ultima66
Sep 2, 2008

Wollawolla posted:

When you hit somebody with poison it only goes on that person's life total, it's not shared. When they hit 10 counters they're eliminated but their teammate still lives and now has the ability to attack either opponent instead of just the one across from them.

No, if one person on a team dies their whole team dies. Poison and mill are broken in 2HG because you kill people twice as fast.

Wollawolla
Jan 15, 2007

Are you gonna smash my skull and breathe my blood-mist?

Ultima66 posted:

No, if one person on a team dies their whole team dies. Poison and mill are broken in 2HG because you kill people twice as fast.

That's not how it works online.

GoldenDelicious
Feb 20, 2008

One A Day.

Wollawolla posted:

That's not how it works online.

Yes, but that's how it's supposed to work. Multiplayer formats in MTGO are shoddily coded at best and outright broken at worst. It's something to be exploited, sure, but that's not the way it should be.

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Johflop
Aug 23, 2008
Well, I went 1-4 drop with a weird pool with my best removal being in green, blue, and red but no evasion in any of those colors, but I still won the Force of Will lottery. Hurray 70 tickets!

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