Friday, October 17, 2025

A Chaotic Non-Cutthroat Star (WUBRG Drafting)

I sat down to draft with four other people last night and casually tossed out the idea of a Star draft.  Two of the players knew how to play Star, so they were in.  The other two good-naturedly joined in and we unexpectedly were doing something extra wacky.  Oddly, I could not convince the group to do cutthroat.  This was the first time I played non-cutthroat Star in a long while.

We opened our first packs, and then one of the players reminded me that we needed to take the picture!  So, here it is; with the first pack each disguised to not look opened. 

Thanks to the pair that brought brownies!  Yum!


In multiplayer formats, my draft priorities shift quite a bit.  Instead of BREAD, I like, um, BVERD: Bombs, Vigilance, Evasion, Removal, and Aggro.  Let me try to defend these:

  • B: Bombs aren't the same, because not everything that's a bomb in a duel is still a bomb in multiplayer, but you still want to pick cards that will win you games.
  • V: Vigilance is very important because having a blocker up will let you ward off attacks from multiple other players.  You want to get damage in and being able to make that decision without worrying about not having blockers is really great.  Flying vigilant creatures are amazing.
  • E: Evasion is still very useful.  The board is going to gum up and you're going to need to get damage in, so you want creatures that can get past defenses.
  • R: Removal is much less useful because it only affects one opponent.  Getting other players to spot removal things is better than doing it yourself, so sometimes you'd rather these are in other peoples' hands than your own!
  • A: Aggressive creatures can be good for early damage.  This is more useful in Cutthroat rules because getting ahead can keep you ahead.  Still, I think this is less important in multiplayer situations.  I didn't even list Duds because they're kinda close to this.

(You may want to take all of this lightly until you see how I actually fared!)

Here were my picks:

I think I did a really good job with the lands here.


I really was not certain on which cards to put in my deck.  Since there were a lot of Spider-Man cards, I wanted to try a bit of Web-Slinging, so I ran Spider-Man, Web-Slinger and Spider-Girl, Legacy Hero (and should have included Gallant Citizen) over things like Broadside Barrage.  Here was the deck I built:

Three deathtouchers, excellent!


We sat down and the player (opponent) to my right won the roll to go first.  They were playing Orzhov Humans.  To my left (opponent) was a Dimir player who flooded early.  Next was a Golgari teammate with some fast stuff.  Finally, my other teammate was running Grixis.  Note: everyone was running black!

My first two turns were excellent, playing Radioactive Spider followed by Dollmaker's Shop and getting my first Toy token.  My right-hand opponent started to put together a strong board of white weenies and my left-hand opponent played Blood Hustler that lived up to its name and hustled a lot of my blood over the course of the game.   

I couldn't safely attack on turns three, four, or five as I needed to keep my spider back as a rattlesnake blocker.  (Both of my opponents cited the spider as the reason they had to go easy on me early on.)  Thankfully my two teammates played some good creatures, including Swarm (Golgari teammate) and Kaine (Grixis teammate).  

On turn five I played Spider-Girl.  On the sixth I played Night Market for my first blue mana source and started getting in with Spider-Girl, building up Toy tokens.  Unfortunately, due to activations of the Blood Hustler and growing swarm of humans by the Orzhov opponent, I was down to 13.

All this before they played their Lifecraft Engine!


On turn seven I drew into an island.  Spider Girl attacked again and I played my Sabotage Strategist.  I ended the turn at 11 life.  I think it was around this turn that my Orzhov opponent played Alacrian Armory, which was an amazing card, granting their whole team vigilance!

On turn eight I attacked with the Strategist, but my Dimir opponent killed it with Consuming Ashes.  I was often losing two life per turn: one via an attack from a flying 1/2 on my right, and one from activation of the Blood Hustler on my left.  That creature was now 6/6, the biggest thing on the battlefield.

On turn nine I played the Oscorp Research Team, which prevented the growing ground threats from attacking.  With my new draw potential (though I only had six land at this point) both of my opponents were nervous about me drawing a second white source and opening the Porcelain Gallery side of my room.  My Dimir opponent played Rattleback Apothecary on their turn, which worked real well with their ability to commit crimes.  On turn ten I played my seventh land; the Research Team was ready to go.  I attacked and passed, keeping all my mana open.  

Right before my eleventh turn, two things happened.  First, the Orzhov player Trapped my rooms In the Screen.  That was bad, but I still activated the research team, hoping to draw into ways to stay alive.  One of those cards was Hell to Pay, which I used to fry the Rattleback Apothecary.  I didn't generate any treasures because I wanted to save my mana to cast Glimmerburst.  I think this is the point where my Grixis teammate succumbed to the pressure from the Orzhov player.

On my twelfth turn I played my first swamp and played Peter Parker and Venomized Cat.  That cat put my Spinewoods Armadillow in my graveyard and I had Back for More in hand!  I ended the turn at 6 life.  In the ensuing round I blocked with my Radioactive Spider to kill a biggish Orzhov creature.

On turn thirteen I tried to cast the Back for More.  (I didn't realize it was an Instant, derp!)  Unfortunately, the Dimir opponent cast School Daze to counter it.  Oof.  I remained at six life, but my remaining teammate died that round to the Blood Hustler finally attacking in.  On my fourtheenth turn I just did not have enough gas in my hand.  The Dimir player finished me off with a big Morlun.

8 > 6

 

The two remaining players ended the game tied for first place.  

This was wicked fun!  There were two powerhouses (my opponents) that continued through most of the game, but it wasn't like it was decided out of the gate.  There was some good back and forth and maybe I would have done better if I'd've had some removal to handle the Blood Hustler.  

On thing I realized today (the day after the event) is that the lack of the Cutthroat rule had an unexpected change.  I thought that it would make the game take longer (that's debateable) but I didn't realize that it made me less interested in what my teammates were doing.

In Cutthroat, your opponents have to be more careful about attacking because each attacking creature can be blocked by both you and one of your teammates.  Because of that, in some ways you care more about what is on your teammates' boards.  You want them to have good blockers and you are more invested in what they choose to attack with. 

I'm sure I was doing this wrong anyways, but I was a bit less invested in my teammates' battlefields.  I didn't always pay good attention to what they had out and I think that made the game a bit less interactive.  I think that next time I would lobby even harder for including the Cutthroat rule.

I'm curious what you think!  Mostly I just hope you get a chance to do a star draft!

Happy Magicking! 

Saturday, October 11, 2025

Modern Horizons 3 Draft, Round 2 (WUBRG Drafting)

My FLGS, Intergalactic Plastic, has a great habit of running drafts of past sets.  This weekend it happened again; they arranged a Modern Horizons 3 draft for last night.  At the current moment in Magic: TG history, however, these look-back-drafts are very common.  I want to include a brief note to set the stage for future historians of the arcane.  

Spider-Man is the current standard set.  It was released three weeks ago.  The set has faced some negative feelings from players.  Drafts are either not firing or are underwhelming.  Here's what I understand are the problems, independent of the quality of the actual cards in the set:

  • The set is smaller than most recent standard-released sets.  (Compare 193 draft cards in Spider-Man as opposed to 286 in Duskmourn.)  
  • Product fatigue is setting in to the die-hard magic players.  More and more sets are being released each year.
  • Simultaneously, there have been supply issues especially since Final Fantasy.  I often feel like I want more chances with some sets that have come and gone, but I think my sentiment is now more widespread for sets from this year.  Players may be more interested in drafting Tarkir: Dragonstorm than a new set.  
  • The official draft format for the set is Pick-Two in pods of four people.  I don't understand the point of the four-person pods.  I don't think the math behind any rationales I've heard of would actually make for a more fun experience with two pods of four rather than one pod of eight.  (This is my personal take.)

With all that in mind, many game stores have been handling the backlash by running non-Spider-Man drafts ever since the set's release.  You may have the opportunity in your local area to get in on a look-back-draft too!  

I did not do well in my first MH3 draft last year, so I was looking to improve my record.  This is the kind of set where WUBRG drafting should prosper!

  • There is a common ten-card cycle of three-color fixing lands.  
  • There's a bunch of green mana fixing.
  • There are MDFC lands in one and two colors.
  • The Onslaught fetch lands were reprinted.

If hubris provides you with elevated schadenfreude, this post is for you.  I was set up to do well.  I had reviewed my notes from last time and have drafted a ton in the past year.  I was ready to prove my prowess.  We had twelve people total so we got in to two pods of six and opened the first pack.

I got nervous early on in the drafting, as I didn't get any of the Landscapes in the first pack.  I shouldn't have worried, however, as they showed up later.  I tried hard to pull more removal than I did last year, but that only went okay.  I'm not sure what was worse, though, that I had few win conditions or few mid-range creatures.

What is the bigger hole here?


Cuts were easy because I took so many lands.  I have a picture of what my final deck looked like, but my deck for the first round had one more landscape and one fewer of the basics in this photo.

Which basic was swapped out for the extra Perilous Landscape initially?  Answer coming in the first round description.  Hint: I'm an idiot.


I faced off against a cool Orzhov deck, "Enchanted by Unicorns".  It lived up to its name in both games, getting Nyxborn Unicorn on two creatures.  Later in the game we had five bestowed enchantments between the two of us.  I got some little creatures, Sarpadian Simulacrum and Retrofitted Transmogrant, but it wasn't enough to keep up.  My opponent was at 49 when I lost.  

In the second game I got Eladamri Korvecdal out for the first time.  And... that was about it.  I had a Copycrook in hand, but could never seem to get that second blue mana source.  (Go look at the image above to see why.)  I drew Angel of the Ruins and sacrificed one of my landscapes to go get a second plains.  

There are two plains in the image above.  I added the second after this game.  I had to grab yet another Forest instead.  I am an idiot.  Yes, there were other ways for me to generate white mana, but nothing I could search for.  In the meantime, my opponent got a Guide of Souls down as part of their wide field.

Eladamri alone can't hold that line.

Shortly thereafter, with a forest atop my library, I plainscycled the angel just to get a shuffle.  That wasn't enough to save me, but this time my opponent won at a paltry 30 life.  0-1.

In the second round I was pitted against Temur Eldrazi.  I got my Volatile Stormdrake down on turn two, but it got slapped with Utter Insignificance, a cool removal piece.  My opponent played Writhing Chrysalis on turn four.  I nearly played Null Elemental Blast, but remembered about Devoid.  They followed that up with a Kappa Cannoneer on turn 5 and Wumpus Aberration on turn 7.  Sadly none of those were targets for the Null Elemental Blast and I could not keep up.

In the second game I had a slow go and got out my Obstinate Gargoyle on turn 5.  My opponent followed that on the next three turns with the Cannoneer, Wumpus, and Chrysalis in that order.  I Dog Umbra'ed the Wumpus and bestowed my Gargoyle with my Nyxborn Hydra.  My opponent didn't let off the gas, though.

I was dead again, this time before I could even get a hold of any red mana.  0-2.

For the third round, both pods had a drop, so the people that would have had byes got matched up together in cross-pod combat.  That was me representing my pod and a Jeskai Energy deck from the other.

I played a turn three Obstinate Gargoyle.  My opponent Copycrooked it.  They followed that up with a Satya, Aetherflux Genius, attacking for 8.  I killed it with Breathe Your Last on my next turn, but the damage was done.  A Voltstorm Angel came down.  I Trickster's Elked it and slowed things down.  I risked a Wheel of Potential for 5 cards, but it didn't pan out.  Once my Gargoyle was dead, my opponent played their own Volatile Stormdrake.  I did get Eladamri down, but then my own drake was a bust because I couldn't trade it for a flying blocker when I needed it to stay alive.

In game two, my opponent got an early Conduit Goblin out, but was stuck on three lands.  They put my Eladamri in a Static Prison.  I killed the goblin but they had a second one.  My life total got perilously low, but I drew into my Wight of the Reliquary on turn seven.  I went for the dumb value play by bestowing it with my Hydra for a turn eight 8/8.  It was finally time to start swinging in.

Nope.

I only got to attack once before they played the drake.  We had to call a judge to correctly rule that the Wight had summoning sickness, but it didn't matter because the Conduit Goblin was sitting with plenty of energy.  Haste from the goblin, Vigilance from itself, Trample and +4/+4 from the Hydra.  0-3.

0-3 without a single game win.  Oof.  Five colors doesn't always work out, but this was especially bad.  I was low on bombs.  Low on removal.  (Again!)  Low on efficient creatures.  

I think I need to blame myself more than the set.  WUBRG has got to be feasible here, and I know I made a lot of mistakes.

  • I got too greedy on lands at the end of pack three.  I thought I was really lucky to see so many, but I should have been trying to fill other gaps.
  • I drafted some cards I wanted more than cards I should have been taking a few times.
  • I didn't build my mana base carefully enough.  I probably should have counted some of the MDFC lands as lands and run one or two more spells.  
  • Null Elemental Blast was a dud.  
  • More stuff like the Retrofitted Transmogrant and adept creatures would have been good.  

In total I have a 1-5 record in MH3 drafts.  I don't know when I'll get a chance again, but when I do, I'll be ready!

I still had a lot of fun.  It was fun to hold out as long as I could in all those impossible situations.  It was fun to plainscycle that angel and not even search, but just see if my opponent could figure out what grand mistake I'd made.  Drafting is always so fun.  

I wish Happy Magicking for you too, win or lose! 

Friday, October 3, 2025

Spiders amidst Chaos (WUBRG Drafting)

I got real lucky and drafted with a group of seven earlier this week.  We had a real good group of people and all my games were fun.  With Spider-Man recently released, there was a lot of that in the pool of packs:

This is one of the most eclectic collections of packs I've ever been a part of.  It definitely helped that the player to my left turned the excitement up to eleven with three collectors boosters!

 

I actually passed on a lot of dual lands, which should have hurt me more than it did.  Instead I picked up other sources of mana fixing: three mana dorks, two land cyclers, and two Capenna exile-fixers.  Not to mention Ignis Scientia.  Here are all my picks:

Behold the Sinister Six seems especially good with the land cyclers.

 

I built a deck with a high curve, but I thought I could manage it, especially with three copies of Guy in the Chair.  Here's what I ran:

I even cut the total land count down to 16 this time.

 

I have really come to love seven player drafts.  The odd number of people is an excuse to do single-game (BO1) rounds and I like playing a lot of different people.  Although I enjoy a single best-of-three round better than a single game, I wouldn't be able to get six rounds in for this, and the tradeoff is more than worth it.  

In the first round I was up against a Boros deck named "Iroas, God of Aggro".  They played Resplendent Marshal on turn three, followed by Iroas, and then Weapons Vendor.  That put me at 14.  I drew into Ignis Scientia and felt pretty good.  Then my opponent played Genji Glove.  

That's 14 damage I can't block.

Dead on turn 6.  That player wound up going undefeated and winning the entire draft.  0-1.

In round two I was up against Dimir "Black Cat, Deck Thief".  I got out a Fearless Fledgling on the second turn, but that ate it to Breathe Your LastCompleted Conjurer took me to eight life, but then I bounced back with a Shattered Seraph and the board started to get real big.  My opponent stole four cards from my library with Black Cat twice using Valgavoth's Faithful.  I played Behold the Sinister Six, but it wasn't enough to win in a single attack.  My graveyard was nearly gone due to some milling and the Black Cat, so I went in with as much as I could.

I got some damage through!

Unfortunately, my opponent got to seven mana and killed me with my own Rhino.  In fact, they used all four of my cards in the process of killing me.  0-2.

I had now had one very quick death and one longer death.  My third game went even longer still.  My opponent was playing Simic Jackal, but they didn't get Jackal until nearly the end of the game.  They had a good early combo with Raving Visionary and Containment Construct.  I didn't have to cycle Timberland Ancient, however, and played it turn six, but it went back with a Gust of Wind.  I instead played Rhino the following turn, but it got killed by other removal.  Doc Ock hit the board and then there was a bit of a standoff between him and the Visionary and my Ignis Scientia as I removed cards from their graveyard to try and keep the eight-armed villain turned off.  I didn't keep up, though, and shifted to disappearing creature bodies in order to keep my life total from dropping too fast.  They played Wingspan Mentor, which I had to finally hit with Rumbling Rockslide (for 11 damage) to prevent their flyers from getting too big.  

They definitely got bigger than pictured here, though.

This time Behold the Sinister Six saved me and I was able to replay some flying blockers.  I blocked the big stuff often enough to stay alive and won by decking my opponent out.  1-2.

In round four I was up against a Selesnya deck packing Cultivator Colossus.  They got stuck on a one-land hand, but then proceeded to flood out.  I had a sketchy initial hand (despite our free mulligan rule for BO1) but got fixed with a Tranquil Landscape on turn 1 to fetch a Plains and then by cycling the Timberland Ancient on turn two.  I played Guy in the Chair turn three, my Cloudbound Moogle on turn four, then got Alrund down and started hitting big.  With a well-timed Blitz Leech, (but mostly thanks to their flooding and also not finding the Colossus) I won.  2-2.

I faced a mean Naya Kraven deck in round five.  My opponent played their Kraven on turn three, but I got out Rip on turn four and put it them to use the very next turn.  I had plenty of land, so that creature advantage got me to Rhino on turn seven and I won.  3-2.

With seven people, there are 21 total matches in order to complete the round robin.  We had finished 20 of those, but my final opponent had had to leave.  Thankfully we agreed to play the next day via SpellTable.  I really love it when everyone gets to play everyone, so I was especially grateful that all the other matches got to happen.  (I usually end up being a bottleneck since I play a bit slow and get distracted doing minor host things.)  

Since everyone else was done, I had the advantage of knowing all the standings.  I had started 0-2, but my three game win streak put me in great position.  Aside from the Iroas player, no one else had won four rounds.  There were two players at 3-3 and my final opponent was at 2-3.  I only needed to defeat them to come in second place in the draft, a huge improvement from starting 0-2.

We sat down online the following night, my deck versus "Rakdos Decree of Justice".  (The white splash was only for Decree of Justice, apparently.)  We both had to mull, myself twice.  My opponent got a turn three Ahriman that I had trouble with.  I got Drannith Magistrate out, then Littjara Kinseekers.  That second one bit it to a Steel Wrecking Ball, then they swung in with Comet Crawler, which ate the ball to get big.  I had some other blockers to kill it, but I went to 12 in that combat.  I decided to lay out Spider Gwen, Free Spirit instead of saving for the Blitz Leech to kill the Ahriman.  I was thinking that I needed to dig for options right away.  Unfortunately, they played Archpriest of Shadows (have I mentioned how much I love wacky drafts?) and backed the Ahirman up to grab the Comet Crawler again.  It was 9 to 25, but I still thought I had a chance.

Then they played Kaldra, Compleat.  I survived only one attack from it and then died the next turn.  3-3.  

There were four of us now that finished 3-3.  Using head-to-head as the tie-breaker (opponent match and game records don't really matter in a complete round robin) one of the other 3-3s came in second and I came in a three-way tie with the others for third/fourth/fifth.  Oof!  

But this was another super fun wacky draft!  I think the biggest takeaway is that all the additional mana fixing really worked out, even though lands are still the best form of it.  

Happy Magicking!

Saturday, September 27, 2025

Ravnica Clue Playthrough

I used my Ravnica Clue box set tonight and it was wicked fun.  Unlike the last time I played with the combined Clue rules, I studied up on how to take notes using the provided sheets.  I made sure to get the three other players prepared too and we sat down to play.  

Right out of the gate, we... did things wrong.  We shuffled the suspects, weapons, and rooms and picked one of each for the Confidential Envelope.  Then we dealt out the rest of the cards until they were gone and started to note what we'd got in our individual sheets.  

Unfortunately we didn't take two room cards out first.  Whoops!  Back to square one.  Sort out the clue cards again, shuffle the three piles, select one of each for the Confidential Envelope, remove two rooms and reveal them to all, then deal out the remaining sixteen cards.

Then we started to fill out our sheets with the cards we'd gotten.

Here's one of the sheets.

I labelled the four columns with our names and added an extra space on the right for the envelope.  I got the suspects Apothecary White and Senator Peacock, the Lead Pipe, and the Hall.  So, I put a circle in my column for those four cards (indicating that I have that card) an X in the other squares in my column (indicating that I don't have those cards) and an X in the other squares in the rows of those four cards, indicating that other people (and the envelope) don't have them.

My sheet after making off the cards I started with.  Looks a lot like a logic puzzle!


The player to my right won the roll to go first.  The packs they (P1) opened were Gruul and Rakdos.  I opened Izzet and Azorius.  The player to my left (P3) got Izzet and Selesnya, and the player across from me (P4) got Simic and Boros.  We sleeved, shuffled, and got down to playing, starting with 30 life each.  

Under the Combination Clue rules, there are two ways to win.  The first is by killing all your opponents via Magic rules.  The second is by solving the murder.  At the end of any of your turns, you may make an Accusation.  You announce your guess at the three cards in the Confidential Envelope.  Then you check the cards in the envelope.  If you guessed right, then you win.  If not, then you cannot make any other Accusations for the rest of the game (or Suggestions) and you can only win by normal magic rules.

In the first turn brought a land each, except that P4 also played a Novice Inspector.  I got an Erratic Visionary, which meant that I could block the inspector.  On their second turn, P4 attacked P1 instead, dealing one important point of damage.

Why is that damage important?  Because if you deal combat damage to one or more players, you get to make a Suggestion.  You "suggest" one each of a suspect, weapon, and room.  Then you go in turn order of the people still alive that were just dealt the damage:

  • If that person has one of the three cards, then they secretly show you (who made the suggestion) one of those cards of their choice.  Then they get a treasure token and this process ends.
  • Or, if they don't have any of the cards, they pass (they're not allowed to lie) and it moves on to the next person who was damaged.

You keep doing this until either everyone has passed or one person has shown the Suggester a card.  (The reason you only worry about the people still alive is that once you die, you immediately reveal all of your Clue cards.)   

Additionally, if you don't deal any combat damage on a turn, you can make a Suggestion by Collecting Evidence 6 (exiling 6 mana value worth of cards in your graveyard) at the beginning of your end step.  Two points about this:

  • This happens before you decide whether to make an accusation, and
  • You treat this as though you've dealt everyone combat damage.

Finally, this last rule makes it seem like you can only make one Suggestion per turn, but I don't actually see anything about whether or not you can make more if you have first or double-striking creatures or have a way to get extra attack phases.  I don't see any restriction in the rules, so I have to assume you get to do it multiple times.

Back to the game!  P4 dealt P1 one damage with the Novice Inspector, and Suggested that Mastermind Plum killed Guildmage Boddy with the Candlestick in the Conservatory.  P1 had one of those cards and had to show it to P4.  Obviously, P4 got a lot of information here, but myself and P3 got a little as well.  We knew that P1 had one of those three cards.  I noted that by drawing a little number 1 in each of those three boxes.  (If this happened again, I would use a different number.)

Added the three number 1's.


On my third turn I cast Lavinia, Foil to Conspiracy, then attacked P3 with my Visionary, dealing 1, and Suggested that Emissary Green murdered Boddy with the Wrench in the Dining Room.  They passed, unable to reveal any cards.  This gives me a lot of information, but unfortunately also gives it to the other two players as well.  

P3 does not have Green, the Wrench, or the Dining Room.


P4 hit P3 on their turn and Suggested Peacock, Lead Pipe, and Library.  P3 had to Pass, which gave me less information than the other players since I held two of those cards.  Drat!

I only got to cross off one box.


On my fourth turn I attacked two different players (thank you, Lavinia, for having Vigilance!) but only got through on P3.  I Suggested Plum with the Rope in the Study and P3 showed me Professor Plum.  Getting secret information is the best case!

P3 has Professor Plum!  Unlike a normal Logic puzzle, you can't go and check off the other boxes in that column because a player can have more than one card of any given type.  You can only cross off those other boxes once you've found all four of the cards they have.


(Note: at this point in the game I messed up my sheet, which I expect is common for Clue-newbies like me.  All the sheets shown here are a reconstruction of what I should have done had I not messed up, so understand that I'm lying to you about what I actually did.)

P4 played Master Biomancer and kept up their aggression on P1, hitting them then Suggesting: Peacock, Rope, and Library.  P1 revealed a card.  I have Peacock in hand, so I drew two 2's:

Now I know P1 has either the Rope or the Library.


P1 played a Spawn of Mayhem, the biggest creature so far, and passed the turn.  I Ousted it on my turn, then attacked and hit P1 and P3 with my creatures.  I Suggested Commander Mustard, the Knife, and the Study.  P3 revealed the Knife card to me, so P1 didn't have to say anything.

That's some good info!  Now I know two of the cards in P3's hand.


Following me, P3 had a big turn with the treasure tokens they'd received, casting both Spellgorger Weird and Goblin Wizardry.  P4 cast Parhelion Patrol and continued their assault, hitting P1 and Suggesting: Peacock, Rope, and the Hall.  P1 had to pass.  Since I now knew they didn't have the Rope, there's only one box in their column marked with a 2 so they must have the Library!

 
X out the Rope because they passed.  (No need to X out Hall because I already have that card.)  The only 2 left is the Library, so they must have the Library.  The 2 gets (more or less) covered up by the circle.

 

I Repealed P4's Parhelion Patrol before my sixth turn, then untapped and cast Azorius Arrester so that I could swing in safely on P4 and finally get some information out of them.  I Suggested Green, Rope, and Secret Passage.  They showed me the Secret Passage.  Excellent!  


P3 followed on their turn by hitting P1 and P4, Suggesting: Peacock, Candlestick, and Hall.  P4 passed, but P1 revealed a card to P3. Since I had both Peacock and Hall, I knew that card was Candlestick.  

P1 has the Candlestick.  I erased the other little 1 because now one of the cards from that group had been confirmed.


P4 replayed their Parhelion Patrol, then hit P1 and P3, Suggesting Green, Knife, and Ballroom.  P1 Passed, but P3 revealed a card to P1.  I already knew that P3 had the knife, so the reveal gave me nothing.  The other player's pass did, however.

I still got two X's.


P1 started the seventh round, replaying their Spawn of Mayhem, followed by a Firespout using both green and red mana.  Thankfully I had Rally to Battle and saved my team of three-toughness creatures.  On my turn I made a bad attack and only got through on P3.  I made the Suggestion: Green, Rope, Billiard, and they had to Pass.  I probably should have asked something else, as I already knew they didn't have Emissary Green.  Nevertheless, I got two more Xs.  I played a Thunder Drake and passed the turn.  

Keep gettin' those X's.


P3 played an Ecstatic Electromancer, cast Overcome, then hit me with their Spellgorger Weird for 8 damage.  This was my first damage!  They Suggested: Peacock, Rope, and the Hall.  I decided not to reveal Senator Peacock since many people had been asking about her and showed P3 the Hall.  It now became clear to me how important it was to not get hit so you could keep your own information hidden. 

At the end of that turn, P4 flashed in a Scuttling Sentinel, which was beefed up by the Biomancer, which then got pumped up itself.  Then, on their own turn, they played a Skitter Eel which got three +1/+1 counters automatically.  Suddenly they were gained Archenemy status.  They made a crushing attack on P1, Suggesting Green, the Wrench, and the Billiards Room.  P1 had to Pass.  

Two more X's.


P1 cast Incriminating Impetus on their own Spawn of Mayhem, then hit me for six, putting me to 15.  They Suggested: Peacock, Pipe, and the Hall.  I didn't want to share the same information that I had with P3, so I showed them the Lead Pipe card.  

On my eighth turn, I drew Supreme Verdict.  Awesome!  Then I attacked but only got through on P4.  I realized then that I probably should have used the Collect Evidence version of Suggesting so I could get information from more people instead of just one.  I Suggested Scarlett, Rope, and the Ballroom and they had to Pass.  Crossing the Rope off of P4's options meant that no one had it; it had to be in the Confidential Envelope!  I knew the murder weapon!  This also meant that P4 must have the Wrench.  I cast Trusted Pegasus and passed.  

The weapons are all figured out!


The rest of the group was acting pretty confident right now, though I still felt like the room was unknown.  On their turn, P3 cast Affectionate Indrik, fought and traded with the Scuttling Sentinel, and then attacked me with the Weird for six more damage.  They Suggested: Peacock, the Rope, and the Billiard Room.  I finally had to show someone my Senator Peacock card.

P4 played Sunhome Stalwart and attacked P3 for ten damage, then Suggested Green, the Pipe, and the Ballroom.   P3 showed them a card.  I knew they didn't have Emissary Green, nor the Pipe, so they must have revealed the Ballroom.  

Put it on the sheet!


P4 wasn't done yet, though.  They then spent their Accusation: Green, Pipe, Conservatory.  Whew!  I knew that wasn't right since I had the Pipe card.  They checked the Confidential Envelope, saw they were wrong, and the game continued.  P4 now could not win via Clue, though everyone thought they had the best board state and could win via Magic rules. 

I'm not sure what I'm supposed to put for an Accusation.  If they were bluffing (which might be the right play) and had one of the three cards they said, then they might not have the things they guessed.  If it was a genuine Accusation, which I believed, then that meant I knew exactly what the solution was.  Here I used an A to denote that that was part of an Accusation.


Starting off the ninth round, P1 decided they needed to try to finish the game immediately too.  Their Spawn put them from 11 to 10, so it got a counter as well.  Then they cast a Vindictive Vampire and attacked to put P3 down to two life.  They Suggested: Green, Wrench, Study.  P3 Passed.

Only one new X: P3 doesn't have the Study.


Then P1 used their Accusation: Green, Wrench, Billiard Room.  They checked and were wrong.   

It was time for me to try to win.  Accusations happen at the end of the turn, so I wanted to make sure P4 couldn't win with their massive biomanced-creatures.  I dropped the Supreme Verdict.  P4 did have a Slip out the Back to save their Biomancer, unfortunately.  I hadn't attacked because I wanted to check my solution with everyone first.  So I used the Collect Evidence 6 ability to get a Suggestion: Green, Rope, and the Billiard Room.  Pass, Pass, Pass.  P4 hadn't been lying.

I Accused the same thing: Emissary Green with the Rope in the Billiard Room.  I checked the Envelope and won!

This was so much fun!  I'm really glad I read up on how to play Clue better because that made that part more meaningful than when I played last time.  Here are some quick thoughts:

  • I thought that 30 life would be too much, but it was just right.  The game ended with people getting low (P3 had one life at the end) but with everyone still in.
  • I'm not going to save the cards to use again.  I'm a bit conflicted about this, but I didn't do a good job of keeping the different groups separated after we finished.  I'm also a fiend for reasons to open new packs, so...
  • I want to see what else works with this system.  Is it fun to open non-Clue-Jumpstart packs for this?  I guess the only thing that might make it less fun is if it would be better with a different amount of starting life.  Hopefully I can find other groups to try out different scenarios at 30 life.
  • How does this work with more or fewer players?  I suspect that the most important part is having an equal number of clue cards dealt out at the beginning.  After removing three for the envelope, the total is 5 + 4 + 9 = 18.  With four players, you remove two rooms to get to a multiple of four.  With five, you'd want to remove three to reach 15.  With six, you wouldn't want to remove any.  I would definitely be interested in trying those two options out! 
  • If I play this again, I'm not going to go as deep with recreating the process as I did here.
  • Is there a way to mix Magic and the opposite of Clue: Kill Doctor Lucky?

Happy Magicking and I hope you solve the murder!

Saturday, September 20, 2025

Spider-Man Prerelease (WUBRG Sealed)

I got to play in a Spider-Man prerelease last night at Intergalactic Plastic.  I hadn't paid close attention to spoiler season, but the Hero and Villain themes looked pretty fun as I was opening packs.  (I should take a photo of all the packs as they came, but I forgot.)  

Someone brought Spider-Man Gogurts, so you get this non-card-pool photo instead.

 

I struggled to figure out what to do until I opened Doc Ock's Tentacles.  I learned to draft during Onslaught Block and especially liked the mana-value-matters Scourge, so I went with that.  In addition to the tentacles, I had Superior Foes of Spider-Man, Angry Rabble, Sun-Spider to fetch the equipment, and five creatures that would arrive with the tentacles.  I also got Tombstone, so I ran a bunch of villains.  Here's my deck at the end:

That Electro's Bolt was sometimes another Stegron or Spider Manifestation.


By chance I sat across from my first opponent, who I know well, while opening and deck building.  They had cards for two awesome decks, each likely better than mine: a web-slinging hero deck and a villains deck.  They pulled out the hero deck first.  We were both stuck on three lands and they didn't get any of their two Spider-Man, Brooklyn Visionaries.  Nevertheless, their web-slinging got a bunch of efficient creatures down, especially Spider-Ham and his anthem-effect.  I was down 20 to 5, but with Superior Foes, got my engine going once I hit four land and I won the value race to win.

In game two, my opponent switched to his villains deck.  (Seriously, how fun is that?)  I got a Guy in the Chair, but it got killed right away.  Then he played Doc Ock, Sinister Scientist and the countdown to an eight-card graveyard started.  In the meantime, I got Sun-Spider to search up the Tentacles and got to work.  With the Superior Foes, I generated all kinds of value and won again.  1-0.  Note: Superior Foes was amazing in both games to the point where I misplayed a bunch with the exiled cards and still pulled it off.  We played two bonus games and traded wins there.

In round two I was paired against a speedy Rakdos deck.  I got Sun-Spider to search up the tentacles, but then got stuck on those four land.  Meanwhile, my opponent was hitting with Scarlet Spider, Kaine and other efficient creatures.  I went to six and then three life when I finally caught up and got Spider-Rex down with two other creatures.  Then they cast Alien Symbiosis on their Taxi Driver.  With two three-power menace creatures against my two blockers, I was dead. 

This killed me.

 

In the second game, I had some early plays with a turn two Spider Manifestation and turn three Spider-Woman, who started flying in for damage.  On turn 6, I got out Spider-Rex, but it was killed by Venom's Hunger.  I was stuck without black mana and with four black cards in my hand.  A Scorpion's Sting then finished off Spider-Woman and the board stalled out with me up 15 to 8.  I drew into a Swamp to break the stall and won out.

In game three, my opponent got a turn two Merciless Enforcers, a great little card.  Thankfully, I got early Tentacles and a mana dork to drop Venom, Evil Unleashed on turn four.  An 8/9 deathtoucher is pretty sweet and I won three turns later.  2-0.

In the third round I faced a mostly-black (I think) Dimir deck.  I hadn't seen Merciless Enforcers before the prior game, but then it showed up right away in game 1 here.  My Superior Foes didn't stick on the board as my opponent saw the danger immediately.  I cleaned up the other threats on the board, but the Enforcers got three +1/+1 counters and marched their way to victory.

In game two I thought I was going to hold on a bit better, but those same Enforcers got a +1/+1 counter and took me down to six.  I managed to take it out as well as another Doc Ock, Sinister Scientist.  Unfortunately, this was followed up by three big creatures: Superior Spider-Man, who cloned the Doc Ock; Venom, Evil Unleashed; and finally Spider-Man Noir.  2-1.

Overkill at that point.

This was a fun event, made more fun by the Spider-Man theme and the atmosphere.  Nevertheless, I enjoy drafts more and I'm looking forward to getting in on one of those next week.

Happy Spider-Magicking! 

Some Vanilla in the Chaos (WUBRG Drafting)

I got a wacky draft going this week with three friends.  I didn't do well, but I had an absolute blast.  Here's what we all opened:

One of these is not like the others.

The blister-packed Edge of Eternities pack is something I picked up at GameStop to spend my monthly membership cash.  This might be my favorite part of wacky drafting: using random boosters you collect on your travels that otherwise would just be opened alone.  Of course this means that I just never open draftable boosters without being a part of some magic-playing activity.

Back to the action!  Right before we started, one of the players mentioned that I was going to have a hard time going WUBRG with only four of us.  They weren't wrong, so I drafted mana fixing highly.  This cost me in value in other cards, but it worked out.  One interesting thing we did during the draft was allow one player to "buy out" their pack after they opened four rare/mythics in their pack.  This let them keep those cards and open a new pack for the draft.  I'm not sure exactly what the rules should be for this practice, but I'm very interested in avoiding feel-bad situations based on opening extreme value in packs.  (I first heard of this practice for the Journey to Nyx "God Packs" which contained one of each of the god cards from the block.  Here's a Reddit comment of someone who saw one opened during a draft.  My local store at the time, Game On Cafe, said they would let drafters buy out if they opened one.)

With mana-fixing high in my mind, here's what I picked:

Pack 1, Picks 2-5: all fixing.

There are a few combo pieces going on in here.  Fang-Druid Summoner tutors up Caelorna and Quakestrider Ceratops, while Wispdrinker Vampire triggers on the many little creatures I pulled, as well as the disguised Branch of Vitu-Ghazi.  There's also some clue-synergy with Rope, Magnifying Glass, and Curious Cadaver.  Here's the deck I put together:

This seems like a great deck!


We had decided to play best-of-three rounds and try to finish the round robin.  I got to work against an often-Witch-Maw player who built a great Jeskai Horse ("Jequestrian"?) deck this time.  Before we started slinging spells, I mulliganed three times, getting one land in all four hand attempts.  At this point I was reminded of a story I heard of a player mulliganing to zero in game one.  (I think I read about it in an old magicthegathering.com article, but I couldn't find that.  I did find a mention of it on an old MTG Salvation post.)  I kept the hand of four and got lucky enough to draw lands on turns two and three, keeping me in the game.  My opponent got an early Captain Howler, which I managed to kill in combat.  I made a big strategical error, however, and with Colos Landscraper and Topiary Panther in hand (but no Forests) I cycled the Colos to find a non-Forest basic land, hoping I would draw into some green sources.  I paid for my hubris by drawing multiple green cards in a row and lost the game.  

In the second game, I wised up and kept a five-land hand.  Then I proceeded to draw four lands in a row.  My opponent started up a combo draw engine with Vnwxt and Prince Imrahil

Am I too susceptible to getting Max Speed?


I did manage a turn-five Serra Angel, but I had to trade with Shadowfax as I was low on life.  I kept the game going long enough to use the Fang-Druid Summoner to find the Quakestrider Ceratops.  I thought I might be able to pull it off, but my enormous dino died to a Guardian Sunmare with Sure Strike.  0-1.

In round two, I faced "Mysterious Grixis Creatures".  In the first game my opponent was stuck on four land while I got my Topiary Panther out with Rope attached, which got the job done.  In game two, however, my opponent lived up to their name and had three mysterious face-down creatures on the board at once, one with the help of Cryptic Coat.  I got the Summon-the-Ceratops combo again, but it was too late.  

There were too many mysterious Grixians and the local police made us pause our game so they could investigate the situation.  (Actually, the other pair had finished their round and my last opponent had an early morning, so we switched off so my last opponent could get on their way.)  

That final opponent was running "Bad Rakdos" ("Badkos"?  No.)  I got stuck on three land with three 6-mana-value creatures in my hand.  My opponent had Vermin Gorger and was tapping it whenever one of their creatures chump-blocked.  On my last attack, however, they didn't do it and let their blocker die from beatdown.  Why wouldn't they put me from ten to eight?

You guessed it; they untapped and cast Hidetsugu's Second Rite.  I can't remember the last time I lost a limited game to that card!  Is this the first?

In game two, I nearly won via poison.  (I wish I'd had the Urban Daggertooth in my deck!)  Virulent Silencer hit four times, but didn't connect a fifth time.  I got the Ceratops and Serra Angel, but my opponent played their other big bomb: Vein Ripper.  I killed it with the angel equipped with Rope, but that combat completely flipped the life totals and couldn't stay alive.  0-2.

The cops released my round-two enemy and we sat down for our final game.  The boards bogged down early, though the life totals went down as we both had the same ETB damage trigger: me with Warleader's Call and my opponent with Weftstalker Ardent.  In total we had four mysterious creatures on the field at once.  (I had one.)  My Serra Angel died to Blood Curdle.  We were each under five life and I got the Ceratops on the board, followed by Aragorn, Company Leader, but I couldn't stop the flyers.  0-3.  

I know I didn't do well, but this deck was wildly fun to play.  Dropping a 12/8 that I'd tutored up was hilarious.  I love playing with land-cycling creatures.  Even in the face of a winless record, I still enjoy seeing what I can do with the cards I'd drafted, especially after going all five colors.  I'm sure that's not for everyone, but I highly recommend you try it.

No matter how you like to play, Happy Magicking! 

Sunday, September 14, 2025

Repack Draft #(n+11): The Middle of a Completed Draft (WUBRG Drafting)

I got to run another free draft on Friday night with cards donated to me.  (I don't get to do this often, so it's fun that there were two in a row!)  This time we had seven, two of which were first-time drafters.  I explained the process a bit more clearly this time and we drafted without issue.  Here's everything I picked:

These are hard to read because I don't understand how angles work.


I didn't pull enough fixing here. Four lands and three mana-fixing spells (Chromatic Sphere, Pitiless Plunderer, and Crossroads Candleguide) didn't really get the job done.  I did draft two big cards with three pips in blue and green, but decided against running them in the end, which I was bummed about.  Here's the deck I put together:

Five-color okay stuff.

 

We had decided on single-game rounds to try and get all the matches in, which we succeeded with!  It was really great to see everyone excited to get all the games in.

In the first round I was up against one of those first-timers and the Orzhov deck they'd put together.  We both mulled twice, but I got stuck on two land.  My opponent played two Drana's Emissary and just kept attacking.  I was dead on turn six.  0-1.

In the second round, against an Izzet deck, I got Arabella on turn two and got up early.  I realized that I didn't have a ton of power-two-or-less-creatures in my deck, but it was enough that I went up early.  I continued to attack while my opponent flooded out.  1-1.

In round three I was up against a Gruul deck with some big Eldrazi in it.  I agained mulled twice, but then I got to play Ravenous Rats and follow it's death up with Surgical Suite to force a second discard.  That card was Bane of Bala Ged, which they had searched up with Fierce Empath.  Unfortunately, I was stuck on three land and they played a Grove Rumbler that I just couldn't deal with.  1-2.

In the fourth round I was up against one of the two Selesnya players.  I played Permeating Mass early, which kept their attackers at bay.  On turn 5 I played one of my Garrison Sergeants and I did have a gate to pump it up.  My opponent trapped it in a Deserter's Quarters after a few turns, but I had a wide board and got to keep swinging in.  I transformed Pyretic Prankster into Glistening Goremonger and forced them to sacrifice the Quarters when it died in combat.  The Sergeant led me to victory.  2-2.

In round five I was up against the other Selesnya deck, also played by a first-time drafter.  They got good stuff and I failed to draw any red sources while my hand kept filling up with red cards.  Even with all my colors I often fold to a bunch of efficient creatures.  2-3.

In the final round I was up against a player who was giving five-colors a try.  I got the Ravenous Rats out on turn two and my favorite Garrison Sergeant showed up on turn five.  That stayed on the board kept the pressure on until I won.  3-3.

We finished all 21 possible matches, and everyone seemed committed to staying to get all the games in.  There were only three records: 5-1 (two people), 3-3 (three people), and 1-5 (two people) which is a bit surprising.  

I'm not sure what I personally learned from this draft, except that I wish I had taken more lands.  I can't remember exactly what I took lands over, though.  Mostly I'm glad everyone had fun!  Happy Magicking!