Post by SwartDawgMillionaire on Aug 13, 2014 13:20:26 GMT -6
Nothing leaves a sour taste in your mouth more than typos. And that last draft report I wrote had lots. Not so many that I wanted to go edit it, but lots anyway.
Nothing leaves such a sour taste… nothing except losing matches that you shouldn’t lose.
Going into this week’s draft, I was still a little hot over the way I lost my second round match last week. Rules-lawyered into a game one loss, I forced a concession on turn four in the second game, and then stalled on two land in the third.
Ultimately, I don’t care about what the match loss does for my record, or my DCI points, or whatever. I know that I shouldn’t have lost that match, and I should have ridden into tonight on a 9-0 M15 draft streak. Instead, I had that one match loss. And it stung.
Mead Hall, as usual, was packed with a pretty hefty crowd, considering the size of the Minneapolis basement that houses it. Misers Barry and Alex were off doing something nonMagical, which was not what I had hoped they would do when it was time for Magical cards to be slung. Boys. Faithful boon companion Andrew Dale did come through, to be sure, and he was waiting for me at the Hall after I (slightly illegally) parked across the street in a very choice location, and then scoped some local Loring Park talent (summer time is the right time for such scoping) out on a walk.
I walked through the door like a gunfighter, holstered my sleeves, notebook, and pen, and surveyed the scene. Boys a plenty, I saw. Melvin was there, waving like a boy. In the distance were other boys, trying not to make eye contact as the gunfighter strode down the aisles, looking for Tamir. He did not show.
That was fine. The gunfighter thought he was a weasel anyway, and not a boy at all.
The tables were set out with packs of M15 for our dining pleasure, and I was seated at a table of boys. One of the boys needed to use the boys’ room before we started drafting, which was fine too.
Pack One - High Noon
The gunfighter cracked his neck as he cracked his pack, He spat, but his grizzled and handsome features didn’t betray any emotion. Was that a happy-spit? Was it an angry-spit? The gunfighter’s spit did not betray his thoughts.
The pack was dross-filled, besides the Triplicate Spirits. Said Spirits are strong as hell in M15 drafting, so the gunfighter took the Spirits, and sadly shook his head at the prospect of not being Red for a third week in a row. Triplicate Spirits were too good to pass up, and there was nothing impressive in the pack anyway. It was an unimpressed-spit, it turns out.
The next pick showed our hero Lightning Strike. Red, it seemed, was a possibility after all.
The pack continued in that vein, with the swashbuckling gunfighter bucking swash here, and rabble-rousing there. He was able to pick up a later-that-expected Kird Chieftain, and he wondered if he could do something similar to last week, by splashing for a few forests. He decided he would overvalue Evolving Wilds from here on out to stroke the Kird for full value.
Pack Two- Still High Noon
Ever open a Spectra Ward? It’s really cool. You know what else is really cool? Doing it when it’s in your colors. That’s what the gunfighter did. He also picked up a Heliod’s Pilgrim to complement said Ward, which was fine with him.
The notable decision from this pack came on pick three. He was faced with a choice between Lightning Strike #2 or Triplicate Spirits #2. There was also a Devouring Light (a fine card,but not on the scale of the others), which the gunfighter shuffled to the back of the pack for some other boy to find.
The second Spirits were taken. Lightning Strike is excellent, but the deck was shaping up to be a bit heavier White than Red, and the plan still included finding a Seraph of the Masses later, and Triplicate Spirits makes that card sing.
Pack Three- High Noon, again
The best card the gunfighter took from the boys in pack three was a second Kird Chieftain. Other than that, he tried to make a consistent deck by placing high value on 2 drops with 3 power (Swiftclaw and Borderland Marauders)
This is about the deck he played
1 Selfless Cathar
1 Oppressive Rays
2 Crowd’s Favor
2 Raise the Alarm
2 Borderland Marauder
1 Oreskos Swiftclaw
3 Kithkin Skirmisher
1 Lightning Strike
1 Goblin Roughrider
1 Heliod’s Pilgrim
2 Kird Chieftain
2 Triplicate Spirits
1 Seraph of the Masses
1 Spectra Ward
2 Sanctified Charge
1Will-Forge Golem
2 Evolving Wilds
2 Forests
6 Mountains
6 Plains
In the sideboard, I had a Resolute Archangel, but I didn’t figure my life total would matter that frequently, and I would just prefer to not have to pay 7 for a 4/4 flyer.
I felt very pleased with the deck, but would have liked a stronger 3 slot (maybe a Geist of the Moors). I felt like it was a deck that could 3-0 if I didn’t forget to mulligan terrible hands (working on this).
Round One
Ken with R/G stuff
Game 1
Ken played Torch Fiend on turn two, and I realized that I’d gotten most of the good Red guys that he wanted if he was playing Torch Fiend. Either that, or he didn’t know that Torch Fiend is the bad Red 2 drop. In either of those situations, I felt like I would be fine so long as I didn’t mulligan badly.
I Oppressive Rays the Torch Fiend so I can get in with my Borderland Marauder for 3. I follow it up with a Roughrider, both of which knock him to 11 the next turn.
He plays 3 lands, and concedes when I get a 6/6 Seraph of the Masses down on turn 5.
Game 2
I’m given a hand of Crowd’s Favor, Crowd’s Favor, Oppressive Rays and lands. Mulligan this, you idiot, my brain tells me.
“Keep,” my mouth says. Stupid mouth. That thing loses me games like every week.
Naturally, the incredibly aggressive swarm deck draws 2 creatures. The Kird Chieftain I draw is Struck by Lightning (ow), and the Swiftclaw has a Meteor fall on its head. I concede to a Goblin Rabblemaster + 4 tokens I have never blocked, plus a newly minted Siege Wurm. Ken seems pleased that his deck can do things. I’m annoyed that he took the Rabblemaster I should have had. I decide to beat him soundly the next game.
Game 3
I keep a much better hand this time. It has turn 2 Raise the Alarm into turn 3 Roughrider beats. Ken matches me creature for creature, but I have a plan.
Turn four I summon many Spirits, which tap the next turn for an 8/8 Seraph of the Masses. Green and Red have a hard time killing 8/8’s, and they aren’t great at dealing with 1/1 flyers either. The Spirits and the Seraph cruise over for a neat 11 damage the next turn. Then they decide they liked it so much they do it again.
Ken is a boy about it, and shows me the Plummet he has in his deck. I’ve already shown him the Seraph of the Masses, but I agree that he does have a Plummet. He seems pleased that I can see he has a Plummet, and he goes off to be a boy somewhere else while I report my winning.
Match 1-0, Games 2-1
Round 2 - High Noon
Chazz with U/B Stuff
Chazz is also a boy. He has a deck with Jorubai Murk-Lurker, which I have described as the best uncommon I will never play. If you have read any of my M15 draft analyses before, you will know that I think Black is a terrible color to draft in just about any situation, due mostly to the fact that the standard for removal (Flesh to Dust) costs 5, which is about 2 too many (possibly 3 too many).
Chazz readily admits that he was stuck between two archetypes - U/B Tempo and U/B control. He is a boy about it though, so good for him.
Game one, Chazz fails the Legacy. He plays Divination, while I get a turn 2 Raise the Alarm, turn 3 Heliod’s Pilgrim finding Spectra Ward, which prompts a concession the next turn. I don’t know much about his deck at this point other than it plays cards, many of which are Islands and Swamps. I know that fact doesn’t bode well for Chazz, but he’s a boy, so he spends the next 8 minutes sideboarding furiously and doing things with his deck.
We shuffle up for game 2, and I notice he has House Stark sleeves. I tell him he is a boy for having those.
Game two I have a slower draw. It is fine though, because I have Triplicate Spirits and a Sanctified Charge, which are probably insane together. I decided to test my theory.
He plinks away at my life for a bit with some guys I’m not really interested in blocking. He plays a Typhoid Rats, which I Oppressive Rays so I can wallop him for 3 with a Goblin Roughrider to 17, and then to 14. Then I decide I don’t want to trade guys, because I’m going to dome him for lots with Sanctified Charge, so I pet the goblin and tell it to stay and be a boy for a time.
Chazz attacks me from 20, to 19, to 15, to 11, and then to 7. He’s got 4 damage that I don’t want to block coming at me the next turn, so I decide to trot out Sanctified Charge after he declares blockers. Sanctified Charge does a lot of damage. We stop counting after 15, because that was enough to kill him. Math isn’t a strong suit for me, but I’m pretty sure that it was a lot of damage. Fifteen was plenty though, so we went off our separate boy ways.
Match 2-0, Games 4-1
Round 3 - High Noon
Scott with G/W Stuff
I’m at table one this match, which I’m told brings me to the Feature Match area. This is a cool thing for boys to do. The match is streamed live on Twitch TV, so your happy gunfighter hero got to sort of be on (internet) TV for a while. I don’t know if you can watch previously streamed video, but the channel is TheMeadery if you’re interested. This boy might be on there.
I can tell Scott is a bit nervous about being on Twitch because his hands are shaking. He’s either nervous or going through drug withdrawal, but I check his arms and see no track marks, so I assume he’s nervous. I hear some people put needles between their toes though, so maybe that. Anyway, he’s a boy, and friendly if nervous.
Game 1
Scott has turn 1 Soulmender, which is one of those cards I don’t ever want to draft, but also don’t really want to play against. I might be wrong in my evaluation of it, but it does seem like there are a lot of better white creatures you could play instead.
He forgets to use the Soulmender a few times, so I tell him to put a die on his deck to remind himself. I’m such a boy, aren’t I? Anway, Scott is a boy too, so he does a better job of remembering as the game goes on.
The beatings continue until morale improves, but that seems like it might take too long, so I decide that there’s no better time to be a boy and Spectra Ward my Kird Chieftain. It sticks, and I am pleased. I add some Spirits to the mix, which tap to convoke out a Will-Forged Golem on the next turn. I start to bring the noise with my invulnerable Chieftain alongside the Spirits and Golem. After Scott stacks a couple of blockers in front of the Golem, I activate the Kird, targeting Golem, hoping to trample over some boys for a lot of damage. Instead, Scott taps 3 with a boyish grin and casts that Devouring Light I passed, targeting Golem. I’m fine with this though, because 8 damage gets through from my Chieftain and 2 of my 3 Spirits.
Scott is at 3, and less of a boy. His hands are a bit shakier, and he scoops up his cards after he draws.
I chat with the people on Twitch while Scott sideboards, bringing in all kinds of stuff (presumably) to beat the team of boys I have assembled.
Game two starts with Scott leading with Sungrace Pegasus, and following it up with a later Soulmender. I know he’s got an Ajani’s Pridemate somewhere, but it’s staying out of view for the moment. Cats are sometimes like that.
Instead of being a boy about it, I just slam down my Heliod’s Pilgrim to go get Spectra Ward, but Scott doesn’t seem sad enough about this. It should alarm me that the boy with shaky hands doesn’t seem intimidated by the Ward, but perhaps he is just a boy.
I Ward up a Kird Chieftain with Plains and Forest untapped from Scott, and send in the ape. Scott taps those lands to cast… NATURALIZE? Targeting my Ward? It doesn’t protect itself? Says who? It should protect itself. I consider telling Scott about the Ward protecting itself, to see if he would agree, but I elect to write “NATURALIZE” in my notes with a sad face after it instead. After a moment’s pause for mourning, I also write “Spectra Ward” in my notes, but I put a smiley face after it, to show camaraderie.
I tell Scott that there’s no hard feelings about killing my Spectra Ward, but I think he knows that there are some hard feelings, so he block my Kird Chieftain with a chump, and then gains some life with Soulmender.
The Pegasus plinks away at our gunfighter’s life total while simultaneously padding Scott’s own. He never gets higher than 24, but probably gained a total of 15 life this game. He still forgets to activate Soulmender sometimes, but this time I don’t tell him about the die trick because I am upset that he is trying to win.
I’m mollified when I untap and realize that Kird Chieftain is also good, so it turns out okay that Spectra Ward :-) was NATURALIZED :-(. I proceed to bring the beats with the ape, trampling over boys left and right. A sound thumping brings Scott down to 15 from 23, and then to 9. I show him my war face and bring him to 2 with a Kird attack, assisted by boys. Scott’s hands shake, so I assume that my Ward is avenged.
Match 3-0, Games 6-1
After a rousing bustle of cardboard, I stand atop a pile of blackened boys, victorious but sad about the Spectra Ward being Naturalized. Who does that?
I am awarded many packs, and regarded with trepidation due to my gunfighting prowess. Boon companion Andrew Dale is there to offer congratulations, but has also failed the Legacy a bit by going 1-2. In a moment rife with boyhood, I remind him that learning to draft is a process, one that all boys must go through.
Melvin has also failed the Legacy for a second week a row by picking a single loss. He has played a GBr Jund pile for three weeks now, and the mana must have caught up to him again. Boys.
All in all, times were had. The gunfighter departed, sad to have to skip next Tuesday’s draft due to having a wife.
Nothing leaves such a sour taste… nothing except losing matches that you shouldn’t lose.
Going into this week’s draft, I was still a little hot over the way I lost my second round match last week. Rules-lawyered into a game one loss, I forced a concession on turn four in the second game, and then stalled on two land in the third.
Ultimately, I don’t care about what the match loss does for my record, or my DCI points, or whatever. I know that I shouldn’t have lost that match, and I should have ridden into tonight on a 9-0 M15 draft streak. Instead, I had that one match loss. And it stung.
Mead Hall, as usual, was packed with a pretty hefty crowd, considering the size of the Minneapolis basement that houses it. Misers Barry and Alex were off doing something nonMagical, which was not what I had hoped they would do when it was time for Magical cards to be slung. Boys. Faithful boon companion Andrew Dale did come through, to be sure, and he was waiting for me at the Hall after I (slightly illegally) parked across the street in a very choice location, and then scoped some local Loring Park talent (summer time is the right time for such scoping) out on a walk.
I walked through the door like a gunfighter, holstered my sleeves, notebook, and pen, and surveyed the scene. Boys a plenty, I saw. Melvin was there, waving like a boy. In the distance were other boys, trying not to make eye contact as the gunfighter strode down the aisles, looking for Tamir. He did not show.
That was fine. The gunfighter thought he was a weasel anyway, and not a boy at all.
The tables were set out with packs of M15 for our dining pleasure, and I was seated at a table of boys. One of the boys needed to use the boys’ room before we started drafting, which was fine too.
Pack One - High Noon
The gunfighter cracked his neck as he cracked his pack, He spat, but his grizzled and handsome features didn’t betray any emotion. Was that a happy-spit? Was it an angry-spit? The gunfighter’s spit did not betray his thoughts.
The pack was dross-filled, besides the Triplicate Spirits. Said Spirits are strong as hell in M15 drafting, so the gunfighter took the Spirits, and sadly shook his head at the prospect of not being Red for a third week in a row. Triplicate Spirits were too good to pass up, and there was nothing impressive in the pack anyway. It was an unimpressed-spit, it turns out.
The next pick showed our hero Lightning Strike. Red, it seemed, was a possibility after all.
The pack continued in that vein, with the swashbuckling gunfighter bucking swash here, and rabble-rousing there. He was able to pick up a later-that-expected Kird Chieftain, and he wondered if he could do something similar to last week, by splashing for a few forests. He decided he would overvalue Evolving Wilds from here on out to stroke the Kird for full value.
Pack Two- Still High Noon
Ever open a Spectra Ward? It’s really cool. You know what else is really cool? Doing it when it’s in your colors. That’s what the gunfighter did. He also picked up a Heliod’s Pilgrim to complement said Ward, which was fine with him.
The notable decision from this pack came on pick three. He was faced with a choice between Lightning Strike #2 or Triplicate Spirits #2. There was also a Devouring Light (a fine card,but not on the scale of the others), which the gunfighter shuffled to the back of the pack for some other boy to find.
The second Spirits were taken. Lightning Strike is excellent, but the deck was shaping up to be a bit heavier White than Red, and the plan still included finding a Seraph of the Masses later, and Triplicate Spirits makes that card sing.
Pack Three- High Noon, again
The best card the gunfighter took from the boys in pack three was a second Kird Chieftain. Other than that, he tried to make a consistent deck by placing high value on 2 drops with 3 power (Swiftclaw and Borderland Marauders)
This is about the deck he played
1 Selfless Cathar
1 Oppressive Rays
2 Crowd’s Favor
2 Raise the Alarm
2 Borderland Marauder
1 Oreskos Swiftclaw
3 Kithkin Skirmisher
1 Lightning Strike
1 Goblin Roughrider
1 Heliod’s Pilgrim
2 Kird Chieftain
2 Triplicate Spirits
1 Seraph of the Masses
1 Spectra Ward
2 Sanctified Charge
1Will-Forge Golem
2 Evolving Wilds
2 Forests
6 Mountains
6 Plains
In the sideboard, I had a Resolute Archangel, but I didn’t figure my life total would matter that frequently, and I would just prefer to not have to pay 7 for a 4/4 flyer.
I felt very pleased with the deck, but would have liked a stronger 3 slot (maybe a Geist of the Moors). I felt like it was a deck that could 3-0 if I didn’t forget to mulligan terrible hands (working on this).
Round One
Ken with R/G stuff
Game 1
Ken played Torch Fiend on turn two, and I realized that I’d gotten most of the good Red guys that he wanted if he was playing Torch Fiend. Either that, or he didn’t know that Torch Fiend is the bad Red 2 drop. In either of those situations, I felt like I would be fine so long as I didn’t mulligan badly.
I Oppressive Rays the Torch Fiend so I can get in with my Borderland Marauder for 3. I follow it up with a Roughrider, both of which knock him to 11 the next turn.
He plays 3 lands, and concedes when I get a 6/6 Seraph of the Masses down on turn 5.
Game 2
I’m given a hand of Crowd’s Favor, Crowd’s Favor, Oppressive Rays and lands. Mulligan this, you idiot, my brain tells me.
“Keep,” my mouth says. Stupid mouth. That thing loses me games like every week.
Naturally, the incredibly aggressive swarm deck draws 2 creatures. The Kird Chieftain I draw is Struck by Lightning (ow), and the Swiftclaw has a Meteor fall on its head. I concede to a Goblin Rabblemaster + 4 tokens I have never blocked, plus a newly minted Siege Wurm. Ken seems pleased that his deck can do things. I’m annoyed that he took the Rabblemaster I should have had. I decide to beat him soundly the next game.
Game 3
I keep a much better hand this time. It has turn 2 Raise the Alarm into turn 3 Roughrider beats. Ken matches me creature for creature, but I have a plan.
Turn four I summon many Spirits, which tap the next turn for an 8/8 Seraph of the Masses. Green and Red have a hard time killing 8/8’s, and they aren’t great at dealing with 1/1 flyers either. The Spirits and the Seraph cruise over for a neat 11 damage the next turn. Then they decide they liked it so much they do it again.
Ken is a boy about it, and shows me the Plummet he has in his deck. I’ve already shown him the Seraph of the Masses, but I agree that he does have a Plummet. He seems pleased that I can see he has a Plummet, and he goes off to be a boy somewhere else while I report my winning.
Match 1-0, Games 2-1
Round 2 - High Noon
Chazz with U/B Stuff
Chazz is also a boy. He has a deck with Jorubai Murk-Lurker, which I have described as the best uncommon I will never play. If you have read any of my M15 draft analyses before, you will know that I think Black is a terrible color to draft in just about any situation, due mostly to the fact that the standard for removal (Flesh to Dust) costs 5, which is about 2 too many (possibly 3 too many).
Chazz readily admits that he was stuck between two archetypes - U/B Tempo and U/B control. He is a boy about it though, so good for him.
Game one, Chazz fails the Legacy. He plays Divination, while I get a turn 2 Raise the Alarm, turn 3 Heliod’s Pilgrim finding Spectra Ward, which prompts a concession the next turn. I don’t know much about his deck at this point other than it plays cards, many of which are Islands and Swamps. I know that fact doesn’t bode well for Chazz, but he’s a boy, so he spends the next 8 minutes sideboarding furiously and doing things with his deck.
We shuffle up for game 2, and I notice he has House Stark sleeves. I tell him he is a boy for having those.
Game two I have a slower draw. It is fine though, because I have Triplicate Spirits and a Sanctified Charge, which are probably insane together. I decided to test my theory.
He plinks away at my life for a bit with some guys I’m not really interested in blocking. He plays a Typhoid Rats, which I Oppressive Rays so I can wallop him for 3 with a Goblin Roughrider to 17, and then to 14. Then I decide I don’t want to trade guys, because I’m going to dome him for lots with Sanctified Charge, so I pet the goblin and tell it to stay and be a boy for a time.
Chazz attacks me from 20, to 19, to 15, to 11, and then to 7. He’s got 4 damage that I don’t want to block coming at me the next turn, so I decide to trot out Sanctified Charge after he declares blockers. Sanctified Charge does a lot of damage. We stop counting after 15, because that was enough to kill him. Math isn’t a strong suit for me, but I’m pretty sure that it was a lot of damage. Fifteen was plenty though, so we went off our separate boy ways.
Match 2-0, Games 4-1
Round 3 - High Noon
Scott with G/W Stuff
I’m at table one this match, which I’m told brings me to the Feature Match area. This is a cool thing for boys to do. The match is streamed live on Twitch TV, so your happy gunfighter hero got to sort of be on (internet) TV for a while. I don’t know if you can watch previously streamed video, but the channel is TheMeadery if you’re interested. This boy might be on there.
I can tell Scott is a bit nervous about being on Twitch because his hands are shaking. He’s either nervous or going through drug withdrawal, but I check his arms and see no track marks, so I assume he’s nervous. I hear some people put needles between their toes though, so maybe that. Anyway, he’s a boy, and friendly if nervous.
Game 1
Scott has turn 1 Soulmender, which is one of those cards I don’t ever want to draft, but also don’t really want to play against. I might be wrong in my evaluation of it, but it does seem like there are a lot of better white creatures you could play instead.
He forgets to use the Soulmender a few times, so I tell him to put a die on his deck to remind himself. I’m such a boy, aren’t I? Anway, Scott is a boy too, so he does a better job of remembering as the game goes on.
The beatings continue until morale improves, but that seems like it might take too long, so I decide that there’s no better time to be a boy and Spectra Ward my Kird Chieftain. It sticks, and I am pleased. I add some Spirits to the mix, which tap to convoke out a Will-Forged Golem on the next turn. I start to bring the noise with my invulnerable Chieftain alongside the Spirits and Golem. After Scott stacks a couple of blockers in front of the Golem, I activate the Kird, targeting Golem, hoping to trample over some boys for a lot of damage. Instead, Scott taps 3 with a boyish grin and casts that Devouring Light I passed, targeting Golem. I’m fine with this though, because 8 damage gets through from my Chieftain and 2 of my 3 Spirits.
Scott is at 3, and less of a boy. His hands are a bit shakier, and he scoops up his cards after he draws.
I chat with the people on Twitch while Scott sideboards, bringing in all kinds of stuff (presumably) to beat the team of boys I have assembled.
Game two starts with Scott leading with Sungrace Pegasus, and following it up with a later Soulmender. I know he’s got an Ajani’s Pridemate somewhere, but it’s staying out of view for the moment. Cats are sometimes like that.
Instead of being a boy about it, I just slam down my Heliod’s Pilgrim to go get Spectra Ward, but Scott doesn’t seem sad enough about this. It should alarm me that the boy with shaky hands doesn’t seem intimidated by the Ward, but perhaps he is just a boy.
I Ward up a Kird Chieftain with Plains and Forest untapped from Scott, and send in the ape. Scott taps those lands to cast… NATURALIZE? Targeting my Ward? It doesn’t protect itself? Says who? It should protect itself. I consider telling Scott about the Ward protecting itself, to see if he would agree, but I elect to write “NATURALIZE” in my notes with a sad face after it instead. After a moment’s pause for mourning, I also write “Spectra Ward” in my notes, but I put a smiley face after it, to show camaraderie.
I tell Scott that there’s no hard feelings about killing my Spectra Ward, but I think he knows that there are some hard feelings, so he block my Kird Chieftain with a chump, and then gains some life with Soulmender.
The Pegasus plinks away at our gunfighter’s life total while simultaneously padding Scott’s own. He never gets higher than 24, but probably gained a total of 15 life this game. He still forgets to activate Soulmender sometimes, but this time I don’t tell him about the die trick because I am upset that he is trying to win.
I’m mollified when I untap and realize that Kird Chieftain is also good, so it turns out okay that Spectra Ward :-) was NATURALIZED :-(. I proceed to bring the beats with the ape, trampling over boys left and right. A sound thumping brings Scott down to 15 from 23, and then to 9. I show him my war face and bring him to 2 with a Kird attack, assisted by boys. Scott’s hands shake, so I assume that my Ward is avenged.
Match 3-0, Games 6-1
After a rousing bustle of cardboard, I stand atop a pile of blackened boys, victorious but sad about the Spectra Ward being Naturalized. Who does that?
I am awarded many packs, and regarded with trepidation due to my gunfighting prowess. Boon companion Andrew Dale is there to offer congratulations, but has also failed the Legacy a bit by going 1-2. In a moment rife with boyhood, I remind him that learning to draft is a process, one that all boys must go through.
Melvin has also failed the Legacy for a second week a row by picking a single loss. He has played a GBr Jund pile for three weeks now, and the mana must have caught up to him again. Boys.
All in all, times were had. The gunfighter departed, sad to have to skip next Tuesday’s draft due to having a wife.