
Triple ROE draft has really been making me think lately. I always think I could have got a better deck with a couple different picks. This one could have gone a lot of ways, so I hope I can get some other opinions on this. I ended up going U/B levelers and it looked pretty good by the time I was done, but the deck seems like it can have many different configurations.
Click here for decklist screenshot
Click here for sideboard screenshot
Maindeck
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1 Bloodrite Invoker
1 Cadaver Imp
1 Champion's Drake
2 Corpsehatch
1 Dread Drone
1 Enclave Cryptologist
1 Essence Feed
1 Halimar Wavewatch
1 Induce Despair
2 Mnemonic Wall
2 Narcolepsy
2 Null Champion
1 Skittering Invasion
1 Skywatcher Adept
1 Ulamog's Crusher
1 Vendetta
1 Venerated Teacher
1 Zulaport Enforcer
10 Swamp
8 Island
Sideboard
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1 Arrogant Bloodlord
3 Bloodthrone Vampire
1 Curse of Wizardry
1 Daggerback Basilisk
1 Demonic Appetite
1 Eel Umbra
2 Eland Umbra
2 Flame Slash
1 Fleeting Distraction
1 Kor Line-Slinger
1 Magmaw
2 Nighthaze
1 Not of This World
1 Phantasmal Abomination
2 See Beyond
Round 1 - Against a mono-blue splash red for staggershock. His deck features lots of blue levelers and venerated teachers. Game 1 I get a turn 2 null champion with turn 3 venerated teacher. He plays Halimar Wavewatch early but it gets corpsehatched eventually along with induce despair for a lighthouse chronologist later. I eventually skittering invasion and pump my null champion to a 7/3 he can't deal with. Game 2, he gets turn 1 skywatcher adept followed by turn 2 halimar wavewatcher. Islandwalk could hurt this game. Turn 3 he plays hada spy patrol. My board is champion drake with 2x corpse hatch, skittering invasion and some lands in hand. Not very good for me. Turn 4 he levels spy patrol, then turn 5 plays drake umbra on wavewatch. I corpse hatch the spy patrol before it can get to 3x level up. Next turn he adds 2x counters to wave watch which I corpse hatch the next turn. The turn after he gets the 6/6 island walk and it is over for me. Game 3, he gets a similar draw to game 2, but is stuck at 2 lands for a bit (not very good when all your creatures are levelers). I get a great start with champion drake, halimar wavewatch, vendetta, induce despair and some lands. I draw into null champion and corpse hatch. This is looking good for me. I start leveling up my wavewatch while he is trying to level his team, but I just keep instant removal his guys shortly after. He has a regress somewhere in there, but eventually takes a few hits from a 4/4 drake and then I finsih him off with a 6/6 island walker.
Round 2 - He is playing a R/G aggro deck. Game 1 we are at a stale mate on turn 5 with my board being null champion with one counter, bloodrite invoker, and dread drone with two tokens and his board is grotag siege runner, nest invader, joraga treespeaker, and lavafume invoker. His turn 6 he splinter twin his nest invader and gets in two points. I corpsehatch the splinter twin'ed nest invader the turn after. He explosive revelations me the turn after and reveals goblin tunneler and then plays it. That is the reason I don't like that card. I am a little worried about his team because he can activate lavafume pretty soon and has a lot of dorks. I untap, sac three tokens and my lands to summon a ulamog's crusher. On his turn he traiterous instincts it and attacks. I sac two lands and chump with my last spawn. I start going to town with the crusher after that and his board eventually shrinks to nothing and he scoops. Game 2 I board in 2x flameslash and take out gravedigger imp and skittering invasion. I play turn one and two levelers (enforcer and null champion) and level up turn 3 and 4. In the meantime, he is beating me down with nest invader and siege runner until I make my enforcer a 3/3. He casts soulsurge elemental on turn 4 which immediately gets flame slashed. (I topdecked one of my two mountains to cast this, pretty lucky and the reason I didn't splash in the first place). He plays spider umbra on his nest invader, but it gets blocked by the dread drone I summoned the turn before. I beef up my enforcer to a 5/5 on my turn by sacing my spawns and tapping out. I hit for 5, he counter swings (I could block with my null champion and trade for a bear but have essence feed in hand) which puts me at 5. I cast essence feed which buys me enough time to win with the 5/5 fear.
Round 3 - This guy has sick W/G featuring 2x dawnglare invoker, pelukka wurm, aura gnarlid, and deathless angel. Game 1 I get stalled at three lands and he has turn 2 overgrown battlement with turn 3 dawnglare invoker, which quickly eats a vendetta. (I have mnemonic wall in hand and narcolepsy so figure just get rid of it to buy time, it has to be killed at sometime anyway). Next turn he plays dawnglare two and attaches eland umbra to it. Pelukka wurm comes out shortly after, which is narcolepsy'ed. The turn after that he casts deathless angel, which also meets narcolepsy. But now my removal is useless. I have somewhat of an offense so he taps all my creatures, tapping him out, and I corpsehatch the angel with hopes of getting one more removal to go with my wall to double kill the invoker. I never see anymore removal and he taps my squad everyturn until he killed me. Game 2, I play turn one zulaport enforcer and he plays turn 2 wall of omens. Turn 3 I have nothing and he has aura gnarlid. Turn 4, I level up my enforcer as I have nothing better to do. On his turn, he casts eland umbra on the gnarlid and I eat 3 and then he casts caravan escort. My hand is pretty slow (I have narcolepsy,dread drone, and flameslash with no red). I play dread drone turn 5 after drawing another flameslash and he casts makindi griffin the next turn. On my turn, I then sac my two tokens and tap six lands to turn my enforcer to a 5/5 fear, swing, and hope he doesn't have guard duty. He counter swings for 6, passes then repels to darkness during my combat to tap enforcer and dread drone. I then cast essence feed and sac a token to narcolepsy his gnaralid. He plays land overgrown battlement and smashes. I have a feeling he has wurm in hand, and just needs one mana. I draw wavewatch, play it, and level up a couple times. He draws land and drops wurm. :( . I top deck red but hold the mountain in my hand. I make my wavewatch a 6/6 and attack with enforcer, dread drone, and wavewatch. His caravan escort blocks dread drone, his wurm blocks wavewatch and he eats 5. I play mountain and flameslash his wurm away. I just have to dodge guard duty and this game is mine. The turn after he topdecks none other than guard duty and drops it on the enforcer and plays knight of cliffhaven. His flyers eventually do me in after my last flameslash eats a wildheart invoker.
once again money speaks
i think you pack 1 pick 3 choice for the black invoker was on the weak side i would of gone with the green invoker or the smite. Money is dead on about the mammoth for pack one pick 4. any ways nicely done
My thoughts
Pick 3 Pack 1 I would have gotten Green invoker over black one.
Pick 4 Pack 1 I have no idea how you pass a mammoth umbra that late.. It shows you that white is white open.
That would have lead you to a pack 2 Deathless Angel.
Dawnglare over Narco
Staggershock
Wall of Omens #2
magmaw etc.
It looks like your deck was a split between black blue control and black blue levelers. So you lost some identity. I think if you ran the slashes with the walls it would have been good. But you were lacking big finishers. I could see you losing to a white/green deck by just watching the cards you passed.
Overall not bad though. You got some goods