Meeting number 988
The New Year has gotten off to a good start for the team. Guys are already hustling to get ready for some big tournaments. A couple of Guildmages are on their way to San Jose to play Aether Revolt limited. Here in the Guildhall, we draft every week, it’s a big part of why we have gotten together every Tuesday night for the past twenty years. After the prereleases of the previous weekend, everyone was chomping at the bit to draft Aether Revolt tonight. We had thirteen players, so six volunteers headed downstairs to do a team draft while seven players remained upstairs to play three rounds of Swiss cutting to a final four. After these two drafts were finished, there were enough interested parties to play another one. The third draft of the night started pretty late and featured eight players, the perfect number for booster draft. I’m going to show you the winning decks from both of those drafts and share some analysis of what I saw happen with these decks.
Winning Decks – Seven Man Draft
Maitland Griffith – White/Green + Blue
Maitland Griffith hits the ground running with the most synergistic Aether Revolt deck of the night. After drafting with Maitland regularly for more than a year, this is the fastest I’ve seen him take control of a new set and its mechanics. As it turns out, three of the seven players in the draft were taking green and white cards. Strangely, we were sitting all in a row. I drafted a less-successful GW deck in this draft, as did Blake Bombich sitting on my left. Blake was in the unfortunate position of being the “monkey in the middle” with a GW drafter on each side of him while he attempted to draft the same deck. Maitland and I each reached the final four and Maitland won his semifinals match to join in the prize split with the other finalist.
Maitland’s deck, to say the least, is a combo rich environment. Deadeye Harpooner actually doesn’t need a combo to be good. You attack with some creatures and one of yours dies. Then you play Deadeye Harpooner and suddenly one of their tapped monsters dies. It’s a startling feeling when this little 2/2 three-drop innocently lands on the board and you are forced to throw away your best creature on the board, it’s only sin being that it was tapped at the wrong place at the wrong time. What about if Maitland wants to kill a tapped creature without losing a creature first? He can also satisfy Harpooner’s revolt requirement with Renegade Map or with one of his two copies of Implement of Ferocity. Maybe he’ll just sacrifice Unbridled Growth and draw a card. With five mana available, Maitland might just play Aviary Mechanic and bounce itself back to his hand. Then play the Harpooner. What if nothing you want to kill is tapped yet? Maitland spends four mana and plays one of his two copies of Spire Patrol to tap one of his opponent’s creatures. Maitland probably doesn’t have the mana to also play Deadeye Harpooner this turn as well. That’s fine, the Patrol’s ability keeps the creature tapped long enough for Maitland to play Deadeye Harpooner on his next turn to eliminate the tapped monster. It gets worse. If Maitland’s opponent attacks him with a monster, Maitland can kill the attacker on his opponent’s turn by playing one of his two copies of Acrobatic Maneuver to flicker Deadeye Harpooner to exile and back drawing a card and satisfying Harpooner’s revolt requirement at the same time. Maitland has revolt activations all over the place and has three copies of Deadeye Harpooner making it very dangerous for his opponents to tap their creatures.
Other fun plays include activating Renegade Map to grab, let’s say, a third land on turn three, then playing the land followed by Renegade Rallier which triggers and returns the Renegade Map to your hand from the graveyard. He can do a similar trick with Unbridled Growth. In my match with Maitland, I sort of rolled my eyes when I saw that he was playing three colors. I didn’t realize at the time (a) how easy it was for Maitland to get a blue mana from one of two Islands, Renegade Map, Unbridled Growth or Prophetic Prism and (b) how worthwhile his blue splash cards were (two Spire Patrols, Rogue Refiner and the more speculative Aether Swooper).
You know the deck is pretty good when there are this many things to talk about before you even get to meaty cards like Cataclysmic Gearhulk, Monstrous Onslaught and Rishkar’s Expertise. Now the bad news. Maitland’s deck is long on ways to destroy tapped creatures, and that’s amazing considering that he’s not playing the two primary removal colors, but Maitland is short on ways to win the game. About his deck’s most aggressive tool is a Spire Patrol with a +1/+1 counter on it from Implement of Ferocity. Monstrous Onslaught rarely deals a lot of damage, though it’s an invaluable tool in any deck that can afford to play it. Rishkar’s Expertise draws only three and even sometimes only two cards in Maitland’s deck. That’s not the end of the world by any means, but Maitland probably wishes there was a little more meat in the deck. Even with Rishkar’s Expertise not crushing it with gigantic card draws, Maitland’s deck draws a lot of cards in an average game. In slow games, like I will show you at the bottom of this report, there is a real danger of Maitland running out of cards.
The deck ends up being a midrange plan. It fears aggressive decks a little bit because it takes a little while, four or five turns, to set up a board where you can play your spells. On the other hand, an aggressive opponent has no choice but to walk into all of Maitland’s Deadeye Harpooner tricks. Against control, this draft deck has a little bit of a problem ending the game. One week into Aether Revolt drafting, even watching Maitland’s deck crush some games, I’m not sure how high to draft Deadeye Harpooner (pretty high in any case) simply because I see it in Maitland’s deck being highly efficient in a deck with Spire Patrol and Acrobatic Maneuver but not overpowered at all without those tools. Maitland definitely schooled me with his excellent use of Unbridled Growth and Renegade Map, two cards I need to take more seriously. Implement of Ferocity, and its other Implement buddies, also deserve to be taken more seriously than I did in week one of this new draft format.
Scot Martin – Blue/Black Artifacts
Holy crap! Look at all those rares! There probably won’t be many drafts where you can amass Tezzeret, Aethertide Whale and Walking Ballista all in the same draft, but you can’t blame Scot for taking advantage of the opportunity. Scot had seasoned drafters on each side, it’s not like a noob was opening bombs and passing them unwittingly. Scot was the only drafter majoring in the lofty blue magical arts and he was rewarded for his scholarly erudition. Scot’s been just about the keenest drafter of our team for the past six months. Scot’s deck is simply a marvelous control deck.
This deck’s creatures don’t arrive until turn three and when they do, they aren’t very large or dangerous. This is something you have to live with when you draft a control deck. You know you’re going to have to weather the early game storm against more aggressive decks. Usually aggressive decks rule the roost in the early weeks of a new draft format and then control decks assert themselves weeks later. In some draft formats the control deck hardly ever works out. I think control has a pretty good chance in Aether Revolt drafts. The creatures in the first two packs of the draft are a little smaller and less angry than when we were drafting three packs of Kaladesh.
Trophy Mage seems like a trap card at first. When I first saw it, I saw the three mana casting cost and the card seemed very familiar, like Treasure Mage from Mirrodin Besieged and like Trinket Mage from Fifth Dawn. When I see the number three in the rules text, I imagine that Trophy Mage is going to tell me that I can go find an artifact that costs three or less in my library, or maybe it will inform me that the artifact I grab from my library will have to cost three or more mana. In reality, it says neither of those things. “When Trophy Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 3, reveal it, put it into your hand, then shuffle your library.” Exactly three mana. That puts a rather severe limit on Trophy Mage’s usefulness. A lot of my trophies cost more than three, or less than three. The artwork and the flavor text suggest that the best use of this card is to access Swords from your library in a Modern deck. “The tools of the past will help us forge the future.” Indeed. As it happens, Scot decides to play two copies each of Prakhata Pillar-Bug and Watchful Automaton. These are useful enough creatures, but did Scot play one or two more than he would have in order to make Trophy Mage useful in his deck? Possibly, but it does work out. After playing many games with Scot’s deck, there was always either a Pillar-Bug or an Automaton for the Trophy Mage to find. Incremental card advantage, a hallmark of control strategies. You don’t have to tell Scot about that, he’s been playing Magic for almost twenty-five years.
I’m not crazy about two copies of Renegade Map in a deck with seventeen lands and only two colors. I get it, though. In the early game, against more aggressive opponents (basically all of them) Scot can activate a Renegade Map on turn three to go get a land and satisfy the requirements of revolt so that Vengeful Rebel can kill one of his opponent’s creatures while leaving a fully competent 3/2 creature behind, ready to block and kill an attacker on the opponent’s next turn. The other removal cards in the deck are good as well. Temporary removal and a card draw with Leave in the Dust, permanent destruction for a creature or vehicle with Daring Demolition. Then there’s Perilous Predicament. It makes your opponent sacrifice an artifact creature and a non-artifact creature for 4B, at instant speed. It’s very impressive that they made this card an instant. Everyone else likes Renegade Map more than I do, which is why there’s never any in the packs by the time I’m ready to draft one. I’m pretty sure Renegade Map is better than I’m giving it credit for.
There are other cool things going on this deck. I like that Quicksmith Spy turns one of your artifacts into a tool for drawing a free card every turn as long as you control Quicksmith Spy (and the artifact targeted by the Spy). It’s easy for Scot to use Quicksmith Spy to bestow this ability onto Dukhara Peafowl since this mechanic bird is more likely to be on defense than offense. Another artifact that Scot is unlikely to want to attack with is Walking Ballista. It’s an excellent target for Quicksmith Spy as well as long as you aren’t worried that your Ballista is going to be killed soon.
And what about the Ballista? It jumped significantly in price in the past week after an informative weekend of Standard play. It’s obviously good. It can be a bomb in a draft deck, but it’s still the kind of card you should go ahead and play on turn two if you don’t have something better to play. You can’t afford to be worried about keeping Walking Ballista alive. You have to be unafraid if you want to get the most out of this card. The four mana cost to add a counters to it is high but very valuable. This card is better in a control deck than it is in an aggro deck. This card makes it easy for Scot to choose to sit back on certain turns and, instead of playing another three-drop that doesn’t affect the board much, keep his mana open in case he needs another counter on the Ballista. It feels great when you take a couple of counters off of the Ballista to kill something and you still have the Ballista! When, as sometimes happens, your opponent uses a targeted spell to destroy Ballista, you still get to remove all the counters and deal damage to something (or someone) in response. This is a perfect card for limited and constructed.
Another artifact that should be sought after by almost every limited deck is Pacification Array. It may not fit in the most aggressive limited decks, but almost every deck can use a cheap artifact that taps an opposing monster for just two generic mana. No, it’s not a permanent solution for your opponent’s creatures but it is a versatile one. I don’t know what to tell the others guys in this draft, you gave Scot a lot of very good cards.
When it’s time to start winning the game, Scot has three big outs. Along with two copies of Gearseeker Serpent, his deck’s common MVP, he has Aethertide Whale. He can make his Serpent unblockable for six mana. His Whale is basically untargetable in the sense that he can always spend four energy counters to return it to his hand if it’s ever in danger. Is this deck’s Trump-sized number of win conditions starting to make your head hurt? He also has Saheeli’s Artistry to make him an extra copy of either win condition.
The games between these two decks are lengthy affairs. Scot’s games are lengthy anyway, because he’s playing to a powerful late game with six-casting-cost monsters. Maitland’s deck plays slow in this matchup the longer the game goes. His deck is efficient enough in the early game but not very deadly. Because Scot isn’t attacking right away, it’s hard for Maitland to get a lot of advantage with his three Harpooners. He still does, but usually with the help of Spire Patrol. Needless to say, getting all three colors of mana is very important for Maitland and a bit more of a chore to accomplish than it is for Scot with his easy-going two-colored mana base.
In this matchup, the best Maitland can do is go hard as quickly as he can and hope he wins the game before Aethertide Whale arrives. Gearseeker Serpent is less of a problem, at least until the very late parts of the game, but it doesn’t help Maitland any that Scot has two copies of Serpent. Scot has so many artifacts in his deck (nine) that he almost always gets to play Serpent for a discount. Both decks have a lot of synergy and are each impressive versions of control strategies that are made more impressive considering the newness of the Aether Revolt draft format. Maitland’s deck is more synergistic and has lots of cool tricks it can play. Scot’s deck, however, is dependable and bomb-laden. The early game gets handled with three-drops, the middle of the game is protected with timely removal cards and the end of the game is all but assured with Aethertide Whale, two Gearseeker Serpents and Saheeli’s Artistry. Advantage Scot.
Swiss Draft Number Two
It’s unusual for us to have a second Swiss draft, people normally can’t stay that late. Tonight, however, our second Swiss draft may arguably have been our better draft because we had the magic number of eight players. I don’t want to take as much time sharing very much about the second draft but I would like to give you the two deck lists. Since my deck is one of them, I can also provide the order of all my picks.
Lawson Zandi – Red/Black Aggro
Yup, the kid got his hands on Aether Vial with his third pick in pack three. He assures me that he thought it over before drafting it and didn’t just take it because it was pretty. He only lost a single game in four matches with the deck so I’m prepared to believe him. Lawson’s hot streak has been on the back of one aggressive deck after another. He took a red card with his first pick and never looked back. While red can pair well with green or white, Lawson prefers red/black and it was easy for him to take Augmenting Automaton and Weldfast Engineer from the middle of pack one.
Jeff Zandi – Blue/Green+Red
The thing you quickly learn with Aether Revolt is that while the format is not slow, you can afford to play a four-casting-cost bounce spell like Leave in the Dust. I was very afraid that two copies would be too much, too many slow spells for the deck. The Aether Revolt draft format allows you to stretch your legs comfortably all the way to spells that cost six or maybe even a single seven-drop. I only really did two smart things with this draft. I was smart enough to take Aethertide Whale with my first pick and I was flexible enough to get Whirler Virtuoso in the mix. Here is the order in which I drafted my cards.
Pack One – Aether Revolt
Aethertide Whale – this guy’s pretty hard to get rid of, I can’t imagine a better win condition
Prey Upon – pretty easy to go into blue/green, fairly popular and well-proven combination
Irontread Crusher – kind of a plain vehicle but playable
Aetherstream Leopard – this guy’s better in aggro but he’s perfectly fine all the time
Aether Herder – all of these Servo makers are decent
Watchful Automaton – you like to scry with this guy but don’t be afraid to block and trade
Verdant Automaton – think of him as Squire with an upside, I wouldn’t play two copies
Scrounging Bandar – I might be doing it wrong, but I love to move counters from this guy
Implement of Examination – solid card draw investment for draft
Audacious Infiltrator – at this point I only have one blue card, maybe I’m white/green?
Universal Solvent – I admit I was attracted by this card, I would say the jury is still out on it
Consulate Turret – not as useful as I thought, possibly playable
Metallic Rebuke – sometimes you want a counterspell, I didn’t play it this time
Implement of Malice
Pack Two – Aether Revolt
Skyship Plunderer – pretty humble choice for pack two, pick one
Narnam Renegade – another humble little card but totally useful for midrange or control decks
Druid of the Cowl – excited to see a mana dork
Leave in the Dust – playing blue means embracing temporary removal spells
Leave in the Dust
Hinterland Drake – not crazy about the can’t-block-artifact downside
Reverse Engineer – it was better for me than I thought
Negate – brought this in from the board a couple of times
Ice Over – the other flavor of blue “removal”
Consulate Dreadnought – not quite right for my deck
Pack Three – Kaladesh
Cultivator of Blades – this creature has never been great for me
Outrider – as good as ever in the new draft format
Whirler Virtuoso – Brian-David Marshall loves this card, I was pretty sure I would splash for it
Blossoming Defense – every green deck wants one of these
Narnam Cobra – solid and good for your curve
Attune with Aether – perfect for the Virtuoso plan
Inventor’s Goggles – almost always makes the cut
Ghirapur Guide – solid hard-working card, ability is often relevant late in games
Hightide Hermit – good for control decks and energy-hungry decks
Wayward Giant – almost stretched my splash for this evasive big guy
Vedalken Blademaster – better in faster decks with a ton of spells
Wily Bandar – we make fun of this guy but he can make the cut sometimes
Cathartic Reunion – more splash-worthy than Wayward Giant
Guildhall Draft Finalists Year to Date
Listed here are the number of times a player has reached the finals of one of our Swiss booster drafts. 2016 ended the four-year run of Mark Hendrickson’s domination even though he was close in the running. It’s too soon to see any trends in our 2017 drafts, but Lawson Zandi is on a nice heater, reaching the finals of a Swiss draft for four Tuesdays in a row (going back into December). Here is what the chart looks like after two weeks and three Swiss drafts.
3 Lawson Zandi
2 Maitland Griffith
1 Brian Heine
1 Scot Martin
1 Jeff Zandi
Texas Guildmage meeting #988, Tuesday, January 17, 2017
Roll Call (in order of arrival)
Jeff Zandi, Guildmage #7.
Lawson Zandi, Guildmage #39, 28th meeting in a row, 373rd lifetime.
Jett Pinckard, guest, 1st meeting in a row, 18th lifetime.
Patrick Lynch, Guildmage #40, 1st meeting in a row, 153rd lifetime.
Scot Martin, Guildmage #4, 1st meeting in a row, 283rd lifetime.
Mark Hendrickson, Guildmage #26, 2nd meeting in a row, 460th lifetime.
Maitland Griffith, guest, 23rd meeting in a row, 34th lifetime.
Jon Toone, Guildmage #28, 1st meeting in a row, 242nd lifetime.
Wes Blanchard, guest, 1st meeting in a row, 9th lifetime.
Blake Bombich, guest, 2nd meeting in a row, 108th lifetime.
Brandon Robicheaux, guest, 1st meeting in a row, 11th lifetime.
Tuan Doan, Guildmage #38, 28th meeting in a row, 116th lifetime.
Brian Heine, Guildmage #35, 1st meeting in a row, 151st lifetime.
Meeting ran from 6:05 pm to 2:20 am
Here’s the play-by-play of a match played between the decks drafted by Scot Martin UB and Maitland Griffith GW+U
T1 Maitland keeps Plains, Forest, Implement of Ferocity, Larger Than Life, Cataclysmic Gearhulk, Renegade Rallier and Deadeye Harpooner. Plays Plains, plays Implement of Ferocity.
T1 Scot keeps three Islands, Swamp, Aether Poisoner, Gifted Aetherborn and Prakhata Pillar-Bug. Draws Island, plays Swamp (just in case there can be a turn two Aetherborn).
T2 Maitland draws Plains, plays Forest.
T2 Scot draws Pacification Array, plays Island, plays Aether Poisoner getting two energy counters.
T3 Maitland draws and plays Plains, plays Deadeye Harpooner.
T3 Scot draws Trophy Mage, plays Island, attacks with Poisoner spending two energy counters to create a 1/1 colorless Servo artifact creature token (20-19), plays Trophy Mage searching his library revealing and putting Watchful Automaton into his hand.
T4 Maitland draws Deadeye Harpooner, activates and sacrifices Implement of Ferocity putting a +1/+1 counter on Deadeye Harpooner drawing Spire Patrol, plays Plains, plays Deadeye Harpooner targeting Aether Poisoner.
T4 Scot draws Gearseeker Serpent, plays Island, plays Pacification Array, plays Prakhata Pillar-Bug.
T5 Maitland draws Rishkar’s Expertise.
T5 Scot draws and plays Island, plays Gearseeker Serpent.
T6 Maitland draws and plays Plains, plays Cataclysmic Gearhulk, Maitland sacrifices the Harpooner with no counter on it, Scot sacrifices Prakhata Pillar-Bug and Trophy Mage and Servo token.
T6 Scot draws and plays Renegade Map, plays Island, plays Watchful Automaton.
T7 Maitland draws and plays Plains, plays Renegade Rallier, at end of turn Scot activates Array targeting and tapping Gearhulk.
T7 Scot draws Tezzeret the Schemer, activates and sacrifices Renegade Map searching his library revealing and putting a Swamp into his hand, plays Swamp, plays Tezzeret the Schemer, adds a counter to Tezzeret creating a colorless artifact token called Etherium Cell (the Cell can be tapped and sacrificed to produce one mana of any color).
T8 Maitland draws and plays Renegade Map, at end of turn Scot taps Gearhulk with Array.
T8 Scot draws and plays Dukhara Peafowl, adds a counter to Tezzeret creating another Etherium Cell token.
T9 Maitland activates and sacrifices Renegade Map searching his library revealing and putting an Island into his hand, Maitland draws Acrobatic Maneuver, plays Island, plays Spire Patrol tapping Gearseeker Serpent, at end of turn Scot taps Gearhulk with Array.
T9 Scot draws Swamp, plays Gifted Aetherborn, adds an eighth counter to Tezzeret creating a third Etherium Cell token.
T10 Maitland draws Spire Patrol, plays Acrobatic Maneuver targeting Deadeye Harpooner, Harpooner is exiled and then returned to the battlefield and Maitland draws Monstrous Onslaught, Harpooner triggers targeting Gearseeker Serpent, Maitland plays Larger Than Life targeting Renegade Rallier, declares attack, Scot activates Array tapping Rallier, Maitland attacks Tezzeret with Gearhulk and Patrol, Aetherborn and Peafowl and Automaton block Gearhulk, Maitland chooses to damage Peafowl first (22-20).
T10 Scot draws Island, plays Swamp, adds a sixth counter to Tezzeret creating a fourth Etherium Cell token.
T11 Maitland draws Silkweaver Elite, plays Spire Patrol targeting Gifted Aetherborn, declares an attack, Scot activates Array tapping the first Spire Patrol, Maitland attacks Tezzeret with Rallier and Harpooner, Harpooner blocked by Automaton, Maitland plays Silkweaver Elite drawing and playing Forest.
T11 Scot draws and plays Gearseeker Serpent, removes two counters from Tezzeret targeting Spire Patrol.
T12 Maitland draws and plays Forest, plays Rishkar’s Expertise drawing two Forests and Implement of Ferocity, plays Monstrous Onslaught for free targeting Gearseeker Serpent, declares attack, Scot activates Array tapping Patrol, attacks Tezzeret with Rallier and Elite.
T12 Scot draws and plays Walking Ballista with X=4 putting four +1/+1 counters on the Ballista as it enters the battlefield, attacks with Serpent (22-15).
T13 Maitland draws Acrobatic Maneuver, plays Forest, attacks with Spire Patrol, activates and sacrifices Implement of Ferocity targeting Spire Patrol, Scot responds removing two counters form Ballista targeting Patrol, Maitland responds playing Acrobatic Maneuver targeting Spire Patrol exiling it and returning it to the battlefield drawing Island, Patrol triggers tapping Gearseeker Serpent, Implement triggers when it goes to the graveyard and Maitland draws Plains.
T13 Scot draws and plays Prakhata Pillar-Bug, plays Island.
T14 Maitland draws Forest, plays Plains, at end of turn Scot activates Array tapping Patrol, pays four mana to put a third counter on Ballista.
T14 Scot draws Perilous Predicament, attacks with Serpent (22-10).
T15 Maitland draws and plays Prophetic Prism drawing and playing Rogue Refiner getting two energy counters and drawing and playing Snare Thopter, plays Island, at end of turn Scot activates Array tapping Spire Patrol, adds a fourth counter to Ballista.
T15 Scot draws and plays Island, plays Perilous Predicament, Maitland sacrifices Snare Thopter and Silkweaver Elite, attacks with Serpent (22-5).
T16 Maitland draws Deadeye Harpoonist, plays Forest, at end of turn Scot adds a fifth counter to Ballista.
T16 Scot draws and plays Swamp, activates Serpent’s ability, attacks with Gearseeker Serpent (22-0).
SCOT MARTIN WINS GAME ONE ON TURN 16, LEADS MATCH 1-0
T1 Maitland keeps two Forests, Plains, Monstrous Onslaught, Acrobatic Maneuver, Snare Thopter, Aviary Mechanic. Plays Forest.
T1 Scot keeps two Islands, Watchful Automaton, Saheeli’s Artistry, Aethertide Whale, Walking Ballista and Perilous Predicament. Draws Leave in the Dust, plays Island.
T2 Maitland draws Prophetic Prism, plays Plains, plays Prophetic Prism drawing Plains.
T2 Scot draws and plays Renegade Map, plays Island.
T3 Maitland draws and plays Forest, plays Aviary Mechanic returning Prophetic Prism to his hand.
T3 Scot activates and sacrifices Renegade Map searching his library revealing and putting a Swamp into his hand, draws Gearseeker Serpent, plays Swamp, plays Watchful Automaton.
T4 Maitland draws Deadeye Harpooner, plays Plains, plays Snare Thopter, attacks with Mechanic and Thopter (15-20).
T4 Scot draws and plays Swamp.
T5 Maitland draws Spire Patrol, plays Prophetic Prism drawing and playing Island, attacks with Mechanic and Thopter, Scot plays Leave in the Dust targeting Snare Thopter drawing Island, Automaton blocks Mechanic.
T5 Scot draws and plays Island, plays Walking Ballista with X=2 putting two +1/+1 counters on it as it enters the battlefield.
T6 Maitland draws and plays Forest, plays Spire Patrol tapping Walking Ballista.
T6 Scot draws and plays Swamp, plays Aethertide Whale getting six energy counters.
T7 Maitland draws Rogue Refiner, plays Forest, plays Acrobatic Maneuver exiling Spire Patrol and returning it to the battlefield and drawing Silkweaver Elite, Patrol triggers targeting and tapping Aethertide Whale, plays Deadeye Harpooner targeting Walking Ballista, Scot responds activating Ballista twice targeting Harpooner.
T7 Scot draws Aether Poisoner, plays Island, plays Gearseeker Serpent.
T8 Maitland draws and plays Spire Patrol targeting Aethertide Whale, attacks with Patrol (12-20), plays Silkweaver Elite.
T8 Scot draws and plays Island, plays Saheeli’s Artistry making an artifact token copy of Aethertide Whale getting six energy counters.
T9 Maitland draws Implement of Ferocity, attacks with two Spire Patrols (6-20), plays Rogue Refiner getting two energy counters and drawing Plains, plays Plains, plays Snare Thopter, plays Implement of Ferocity.
T9 Scot draws and plays Swamp, plays Perilous Predicament, Maitland sacrifices Snare Thopter and Rogue Refiner, attacks with Aethertide Whale blocked by Silkweaver Elite, plays Aether Poisoner getting two energy counters.
T10 Maitland draws Plains, activates and sacrifices Implement putting a +1/+1 counter on Spire Patrol and drawing Deadeye Harpooner, plays Harpooner targeting Aethertide Whale, Scot pays four energy and returns Whale to his hand, attacks with both Spire Patrols, Whale token blocks the Patrol with a counter on it (3-20), Maitland plays Monstrous Onslaught targeting Whale token for two damage and Aether Poisoner for one damage. (Maitland’s hand is empty, Scot has only Aethertide Whale in his hand).
T10 Scot draws Swamp, plays Aethertide Whale getting six energy counters.
T11 Maitland draws Larger Than Life.
T11 Scot draws and plays Island, attacks with Whale (2-14), spends four energy counters returning Whale to his hand, plays Aethertide Whale getting six energy counters.
T12 Maitland draws and plays Forest.
T12 Scot draws Vengeful Rebel, attacks with Whale (2-8), spends four energy counters to return Whale to his hand, plays Aethertide Whale getting six energy counters, plays Vengeful Rebel targeting Spire Patrol.
T13 Maitland draws and plays Implement of Ferocity, activates and sacrifices Implement putting a +1/+1 counter on Harpooner and drawing Island, plays Larger Than Life targeting Harpooner, attacks with Harpooner blocked by Vengeful Rebel and Gearseeker Serpent, Maitland chooses to deal damage first to Serpent.
T14 Scot draws and plays Swamp, attacks with Aethertide Whale and Vengeful Rebel (2- -1).
SCOT MARTIN WINS GAME TWO ON TURN 14, WINS MATCH 2-0
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