Djinn_of_Wishes

-Bryan Dowse

Last night I started my first online Magic2010 draft. I first picked a Djinn of Wishes and went from there. There was nothing else really in the pack, and it was the best card by far. Also, blue seems underdrafted right now so I’m happy picking it up early and forcing blue. The second pick Wind Drake just solidifies my blue choice. A Goblin Artillery third pick generally means that red is open so I pick that up; the other notable cards are the Gravedigger and Stone Giant.

Pick 4 however gets a bit interesting. The only red or blue card in the pack seems to be a Cancel. Instead of a solid red card, I see a nice Rise from the Grave. I take it since my only red card is an Artillery; I could be black if it keeps coming.

At this point I have 2 solid blue cards, one red card, and one black card.

Pack 1 pick 1:
Cancel
Panic Attack
Merfolk Looter
Silvercoat Lion
Horned Turtle
Soul Bleed
Mist Leopard
Convincing Mirage
Duress
Burst of Speed
White Knight
Awakener Druid
Rod of Ruin
–> Djinn of Wishes
Forest
Pack 1 pick 2:
Sparkmage Apprentice
–> Wind Drake
Divine Verdict
Borderland Ranger
Holy Strength
Raging Goblin
Glorious Charge
Weakness
Fog
Shatter
Act of Treason
Enormous Baloth
Traumatize
Swamp
Pack 1 pick 3:
Goblin Piker
Divination
Rampant Growth
Gravedigger
Sparkmage Apprentice
Runeclaw Bear
Lifelink
Zombie Goliath
Horned Turtle
Black Knight
–> Goblin Artillery
Stone Giant
Island
Pack 1 pick 4:
Child of Night
Oakenform
Cancel
Sign in Blood
Acolyte of Xathrid
Regenerate
Kindled Fury
Negate
Lifelink
Howl of the Night Pack
–> Rise from the Grave
Mountain
Pack 1 pick 5:
–> Sign in Blood
Coral Merfolk
Centaur Courser
Zephyr Sprite
Solemn Offering
Entangling Vines
Firebreathing
Serpent of the Endless Sea
Relentless Rats
Righteousness
Island
Pack 1 pick 6:
–> Wall of Frost (FOIL)
Viashino Spearhunter
Giant Spider
Ponder
Berserkers of Blood Ridge
Panic Attack
Undead Slayer
Alluring Siren
Mirror of Fate
Forest
Pack 1 pick 7:
Warpath Ghoul
Excommunicate
Viashino Spearhunter
–> Ponder
Elvish Visionary
Sign in Blood
Levitation
Windstorm
Plains
Pack 1 pick 8:
Goblin Piker
Ice Cage
Runeclaw Bear
Lifelink
Zombie Goliath
Inferno Elemental
–> Flashfreeze
Forest
Pack 1 pick 9:
Panic Attack
–> Horned Turtle
Soul Bleed
Convincing Mirage
Duress
Burst of Speed
Forest
Pack 1 pick 10:
–> Sparkmage Apprentice
Holy Strength
Raging Goblin
Glorious Charge
Fog
Swamp
Pack 1 pick 11:
Goblin Piker
Lifelink
Zombie Goliath
–> Stone Giant
Island
Pack 1 pick 12:
Regenerate
–> Kindled Fury
Lifelink
Mountain
Pack 1 pick 13:
Firebreathing
–> Serpent of the Endless Sea
Island
Pack 1 pick 14:
–> Panic Attack
Forest
Pack 1 pick 15:
–> Plains

Stone_Giant

By pick 4-5 I was making the choice between blue-red or blue-black. I had already picked up a Rise and now pick 5 gives me a Sign in Blood, so I’m ready to dump red if I don’t get any cards to support it.

I also start to see blue and white are being cut hard and I figure someone to my right is going white-blue fliers. There was probably another white mage to my right too. Then on pick 6 I see a Wall of Frost. Um ok. This card is removal, folks; it prevents 1.5 attackers a turn. Windstorm was going late, but at 7th pick, I picked the Ponder over it. The Stone Giants and Sparkmages going 10th and 11th shows me that red is great to get from the right side. Since my only black cards are the Rise and the Sign in Blood I decide to go red-blue and ditch the black.

At this point I and am happy with my pool and have 8 maindeck playables. You need 23, and you almost always get more in pack 2 than pack 1 because you’ve cut off the table to your left.

Pack 2 pick 1:
Sparkmage Apprentice
Act of Treason (FOIL)
Razorfoot Griffin
Canyon Minotaur
Giant Growth
Illusionary Servant
Tendrils of Corruption
Jackal Familiar
Pacifism
Llanowar Elves
–> Dragon Whelp
Fabricate
Celestial Purge
Mind Shatter
Plains
Pack 2 pick 2:
Coral Merfolk
Tendrils of Corruption
–> Lightning Bolt
Llanowar Elves
Angel’s Mercy
Soul Bleed
Bountiful Harvest
Yawning Fissure
Tome Scour
Soul Warden
Spellbook
Air Elemental
Rod of Ruin
Forest
Pack 2 pick 3:
Unsummon
Kelinore Bat
Deadly Recluse
Illusionary Servant
Soul Bleed
Regenerate
Tome Scour
Kindled Fury
Howl of the Night Pack
–> Prodigal Pyromancer
Undead Slayer
Mirror of Fate
Mountain
Pack 2 pick 4:
Panic Attack
Merfolk Looter
Silvercoat Lion
Terramorphic Expanse
Unholy Strength
Naturalize
Wall of Faith
Sage Owl
Burning Inquiry
–> Phantom Warrior
Telepathy
Island
Pack 2 pick 5:
Island (FOIL)
Elvish Visionary
Burst of Speed
Runeclaw Bear
Lifelink
Zombie Goliath
–> Horned Turtle
Kindled Fury
Kraken’s Eye
Ball Lightning
Mountain
Pack 2 pick 6:
–> Canyon Minotaur
Giant Growth
Disentomb
Shatter
Jump
Solemn Offering
Raging Goblin
Diabolic Tutor
Act of Treason
Plains
Pack 2 pick 7:
–> Divination
Serpent of the Endless Sea
Holy Strength
Raging Goblin
Glorious Charge
Dragon’s Claw
Fabricate
Act of Treason
Swamp
Pack 2 pick 8:
Craw Wurm
–> Sage Owl
Burning Inquiry
Trumpet Blast
Bramble Creeper
Wall of Bone
Wall of Fire
Island
Pack 2 pick 9:
–> Sparkmage Apprentice
Canyon Minotaur
Giant Growth
Jackal Familiar
Fabricate
Mind Shatter
Plains
Pack 2 pick 10:
Soul Bleed
Bountiful Harvest
Yawning Fissure
–> Tome Scour
Spellbook
Forest
Pack 2 pick 11:
Soul Bleed
Regenerate
–> Tome Scour
Kindled Fury
Mountain
Pack 2 pick 12:
–> Panic Attack
Burning Inquiry
Telepathy
Island
Pack 2 pick 13:
Burst of Speed
–> Kraken’s Eye
Mountain
Pack 2 pick 14:
–> Jump
Plains
Pack 2 pick 15:
–> Swamp

Lightning_Bolt

Pack two starts off fine, a Dragon Whelp, followed by a Lightning Bolt over an Air Elemental. This was a tough choice but Lightning Bolt is so good, especially with pingers.

I’m happy with a mid pack Divination and Sparkmage Apprentice I don’t know why these go late, they are very good in a couple of archetypes.

I also pick up a Canyon Minotaur as an ok midgame beater and a Phantom Warrior as a decent evasion creature. The double blue really turns me away form this guy. If there’s a Wind Drake and a Phantom Warrior in the same pack I really have to look at my mana symbols. Both are great cards, but If I have a lot of double red guys already, the Wind Drake may be the right choice. The Phantom Warrior also can’t block fliers. A Wind Drake and a Goblin Artillery can hold back a Serra Angel in most cases.

I pick up a couple of playable red and blue commons for the rest of the pack.

Pack 3 pick 1:
Kelinore Bat
Seismic Strike
Craw Wurm
Wind Drake
Siege Mastodon
Assassinate
Bountiful Harvest
Tome Scour
Runeclaw Bear
Yawning Fissure
–> Prodigal Pyromancer
Overrun
Ignite Disorder
Gargoyle Castle
Swamp
Pack 3 pick 2:
Essence Scatter
Razorfoot Griffin
Craw Wurm
Dread Warlock
Mind Rot
Bramble Creeper
Serpent of the Endless Sea
Holy Strength
Raging Goblin
Glorious Charge
Sleep
–> Pyroclasm
Stone Giant
Plains
Pack 3 pick 3:
Goblin Piker
Ice Cage
Veteran Swordsmith
Firebreathing
Serpent of the Endless Sea
Glorious Charge
Disentomb
Naturalize
Lava Axe
–> Goblin Artillery
Megrim
Inferno Elemental
Forest
Pack 3 pick 4:
Kelinore Bat
–> Seismic Strike
Craw Wurm
Fog
Trumpet Blast
Zephyr Sprite
Palace Guard
Disentomb
Emerald Oryx
White Knight
Ignite Disorder
Plains
Pack 3 pick 5:
–> Wind Drake
Assassinate
Fog
Shatter
Zephyr Sprite
Solemn Offering
Drudge Skeletons
Entangling Vines
Wurm’s Tooth
Enormous Baloth
Mountain
Pack 3 pick 6:
Panic Attack
Child of Night
Lifelink
Duress
Mist Leopard
Horned Turtle
Burst of Speed
Soul Warden
–> Stone Giant
Forest
Pack 3 pick 7:
Goblin Piker
Rampant Growth
–> Gravedigger
Entangling Vines
Firebreathing
Serpent of the Endless Sea
Glorious Charge
Disentomb
Swamp
Pack 3 pick 8:
–> Ponder
Veteran Armorsmith
Plains (FOIL)
Regenerate
Convincing Mirage
Diabolic Tutor
Nature’s Spiral
Forest
Pack 3 pick 9:
Kelinore Bat
Bountiful Harvest
Tome Scour
Runeclaw Bear
Yawning Fissure
–> Ignite Disorder
Swamp
Pack 3 pick 10:
Mind Rot
Serpent of the Endless Sea
Holy Strength
–> Raging Goblin
Glorious Charge
Plains
Pack 3 pick 11:
Firebreathing
Serpent of the Endless Sea
–> Glorious Charge
Megrim
Forest
Pack 3 pick 12:
Trumpet Blast
–> Zephyr Sprite
Disentomb
Plains
Pack 3 pick 13:
–> Solemn Offering
Wurm’s Tooth
Mountain
Pack 3 pick 14:
–> Panic Attack
Forest
Pack 3 pick 15:
–> Firebreathing

Prodigal_Pyromancer

In pack 3 I had to make a choice between Gargoyle Castle and Prodigal Pyromancer. I looked at my only flying beater, the Djinn. I really wanted another flying beater but having a second pinger is just too good.

I also get a second pick Pyroclasm which is great. For a second I looked at picking up the Sleep because the Pyroclasm would kill all my spark mages and the Pyromancer I just picked up, but then remembered that’s the wrong way of thinking.

Pyroclasm is good even in a deck where half you’re creatures will die to it. A turn 2-3 Pyroclasm can WRECK a board if your opponent plays a lot of early 2-butts. Plus this isn’t an aggro deck, so I needed the mass removal option.

The rest of the pack gave me a second Goblin Artillery, a second Wind Drake, a Seismic Strike Yippee! I like multiples of great cards that work together!

The late Ignite Disorder is a decent sideboard vs the white blue fliers deck that I assumed was out there. Speaking of a white blue deck…

Match 1:

The first game was vs a white blue opponent, with at least 2 Illusionary Servants and a Merfolk Looter. The first game I got 2 Artilleries out and a Prodigal Pyromancer early, then the Djinn of Wishes hit the table. I attacked with the Djinn while his board had a tapped Air Elemental, a Griffin Sentinel, a Horned Turtle, and 1 white mana open, he cast Silence. In response I popped the Djinn’s ability and got a Sparkmage Apprentice which I used to target the Air Elemental, I then hit it with my Pyromancer and Artillery, killing it. When the dust settled, he took 4 damage from a Djinn of Wishes to the face and I passed the turn. He then played a Whispersilk Cloak and tried to attach it to the Griffin Sentinel, and in response I Lightning Bolted it. He then tapped out to attached it to the Horned Turtle. I hit him with my goblin artillery, having myself go to 10 and putting him at 13. Next turn I swung with the Djinn and played a Wind Drake. He played a Wind Drake and a Divination. I shot the drake with the artillery and shot him in the face with my second artillery, going to 4 and leaving him at 6. Next turn I swung for 6 in the air.

goblin_artillery

The second game I kept a hand with a Mountain, Island, Horned Turtle, Goblin Artillery, Wind Drake, and Prodigal Pyromancer. He played a turn 2 Merfolk Looter and a turn 3 Illusionary Servant. I played a turn 3 Pyromancer. He looted a bunch to try to find an answer to the Pyromancer but couldn’t. He swung in the air with the Servant and the next turn I pinged it. I was playing more of a control game and decided I didn’t need the extra two damage each turn so I opted to play the Goblin Artillery over the Wind Drake. I also would like to be able to kill a turn 5 Air Elemental if I drew a Sparkmage Apprentice. He instead tapped 5 for a Siege Mastodon and I topdecked a Stone Giant and played it. I also pinged his Looter. On his turn he Act of Treasoned my Goblin Artillery and swung with the Mastodon, I didn’t block and took 3, and he then used the Artillery to kill my Pyromancer. On my turn I drew my 6th land and played 2 Wind Drakes. I held back the Stone Giant. On his turn he didn’t play anything and passed. On my turn I swung with the Drakes and played a Sage Owl and [card]Canyon

Match 2:

Match two my opponent is playing green-red and starts off with a turn 1 Llanowar Elves. I roll my eyes because that’s the best turn-1 play green can make. Thankfully he has no turn 2 play. On turn 3 he drops a Giant Spider. I drop an Artillery on my turn and pass. He swings with the spider and I don’t block.

He plays a Stampeding Rhino and I hit it with my Artillery and Pyroclasm killing everything besides his spider. He swings again with the Spider. I play a Stone Giant and he doesn’t swing and just passes the turn, at this point he has 6 forest as his only lands and is color screwed. I play a wind drake and he plays a Birds of Paradise. I debated hitting the birds with the artillery but decided I didn’t want to lose more life. I swing with the Drake forgetting the spider can block flying. He blocks with the spider and I let damage resolve. I then I hit the spider with the Artillery, in response he Giant Growths, and in response to that, I Lightning Bolt. I play a Pyromancer and on his turn he hits it with a Sparkmage Apprentice and plays a Craw Wurm. I play a Wall of Ice and a Wind Drake. And he plays a Berserkers of Blood Ridge. I swing with the Drake and on his turn he swings with the Berserkers. I block with the Wall of Ice. He plays an Enormous Baloth and I drop a second Stone Giant and a Pyromancer. Two turns later he attacks with both the Baloth and the Berserkers. I double block the Baloth with my 2 Stone Giants and block the Berserkers with my Wall of Ice. I ping the Baloth for the final damage and kill it. I swing with the team for the rest of the game.

flashfreeze

I sideboard in a Flashfreeze and take out a Ponder. Game two he plays a turn 3 Borderland Ranger getting a Mountain and I play an Artillery. He swings with the Ranger and I don’t block, and he passes the turn. I play a Dragon Whelp. On his turn he plays a Stampeding Rhino and I kill the Borderland Ranger with my Artillery. On my turn I play a Stone Giant and swing with my Whelp. On his turn he swings with the Stampeding Rhino and I let it through. On my turn I play a Wind Drake holding back mana for the sideboarded Flashfreeze. On his turn he swings with the Rhino and I block with the Drake, after damage he tries to cast an Elvish Visionary, In response I hit the rhino with the artillery and he casts Regeneration targeting the Rhino, I counter the Regeneration with my Flashfreeze and the Rhino dies. He draws a card and plays a Mist Leopard. On my turn I swing with the Whelp and play my Phantom Warrior and a Wind Drake. On his turn he plays a Craw Wurm and passes the turn. I swing with all my evasion and play a Sage Owl. On his turn he swings all out, I block and he concedes.

Match 3:

Game one he plays 2 Rampant Growths and an Elvish Visionary while I play a Horned Turtle. On turn 4 he plays a Serra Angel and I play a Dragon Whelp. He attacks with the Angel and I attack with the Whelp. On his turn he plays a Deadly Recluse and Blinding Mage. I play a Pyroclasm and kill his entire board but the Angel. I play a Wind Drake. He then swings with the Angel again and I take it and he plays Rampant Growth and a Runeclaw Bear. On my turn I swing with the Whelp and the Drake. He blocks the Drake with the Angel and I Lightning Bolt the Angel. On his turn he plays Howl of the Night Pack pact for 5 tokens I play a Phantom Warrior and a Sparkmage Apprentice, on his turn he Overruns for a lot.

Game two mulligan a 1 mountain hand with a Sparkmage Apprentice, Lightning Bolt, Pyroclasm. I get a hand with 2 Islands 3 Mountains and a wind drake and keep it. He starts off with a turn 1 Llanowar Elves and a Rampant Growth into a Plains, I play a turn 3 Goblin Artillery he plays a Centaur Courser. I topdeck a Sparkmage and hit the Courser with it and the Artillery. On his turn he plays a Runeclaw Bears and a Deadly Recluse. He passes without playing a land. He’s stuck on 3 land. I topdeck a Wall of Ice, play it and hit the Llanowar Elves with my Artillery. I go to 13 while he is at 20. He plays a Stormfront Pegasus and I hit it with the Artillery and I play a Wind Drake. He doesn’t play anything and I play a Divination, holding a seismic strike in hand. He casts Pacifism on my Wind Drake and passes the turn. He’s still stuck on 3 lands. On my turn I topdeck a Whelp and hit his Recluse with my Artillery, going to 7. He plays a Blinding Mage and I hit that with the Artillery, going to 4. I swing for 5 with my Dragon Whelp. He plays a Rampant Growth into his second Plains and passes. I topdeck and play a Pyromancer and swing for 5. I figure he has the Angel in hand, which he does, and he taps out to play it. I hit his Runeclaw Bear with my artillery, going to 1, then on my turn I use Seismic Strike to kill his Angel and swing for exactly 10.

Sparkmage_Apprentice

Game 3 he plays a turn 1 Llanowar Elves, and a turn 2 Rampant Growth. He plays a turn 3 Centaur Courser and turn 4 Emerald Oryx. I play a turn 3 Wall of Frost and a turn 4 Pyromancer. He swings with his oryx and courser and I block the courser with my wall and take two he drops an elvish visionary. I’m at 14 and have a hand full of 3 drops. I topdeck a Mountain and play an Artillery. He plays a Runeclaw Bear I play a Canyon Minotaur. He draws a land and taps out for an Ant Queen. I kill his Runeclaw Bear and Elvish Visionary with my pingers at the end of his turn and am at 11. On my turn I draw a land and play it and I use the Artillery and Seismic Strike to hit the Ant Queen for exactly 5. I also play a Phantom Warrior. He plays a Runeclaw Bear and passes the turn, I ping him for 1 putting him at 19. On my turn I swing with my Phantom Warrior and play a Divination and a Wind Drake. On his turn he plays a Serra Angel. I topdeck a Sparkmage Apprentice and use it, the Pyromancer, and Artillery to kill his Angel, then swing with my Drake and Phantom Warrior and play a Dragon Whelp. He cast Howl of the Night Pack for 4 tokens. On my turn I swing with my Phantom Warrior, Drake, Sparkmage, and Dragon Whelp. I have a Pyromancer and Artillery as pingers on the board. He blocks the Sparkmage with the Emerald Oryx. I ping his Courser and Pyroclasm, clearing his board and leaving me with a Drake, Minotaur, Artillery, and Wall of Frost at 5. I play a Horned Turtle. He concedes.

Overall I really liked this red-blue draft. I had some tough picks, like picking a Pyroclasm over a Sleep, and picking pingers very highly. All the pingers work so well together, 2 Artilleries takes out a Serra Angel, a Sparkmage Apprentice and an artillery takes out any 3 butt. I only had a couple of evasion, 2 Wind Drakes, a Whelp, and a Phantom Warrior, but I had a bunch of large butt creatures which I used to control the board and eventually swing for the win. The two Stone Giants were always welcome to see, and as usual I never used their ability. The Wall of Frost was great, early Horned Turtles were nice, the 2 Pyromancers always good.

Drafting this U/R control-pinger archetype I’d say the common/uncommon pick order is:

1. Fireball
2. Lightning bolt
3. Pyroclasm
4. Goblin Artillery
5. Prodigal Pyromancer
6. Mind Control
7. Air Elemental
8. Dragon Whelp
9. Gorgon Flail
10. Snapping Drake
11. Wind Drake
12. Stone Giant
13. Wall of Frost
14. Sleep
15. Whispersilk Cloak
16. Seismic Strike
17. Merfolk Looter
18. Phantom Warrior
19. Divination
20. Ponder
21. Inferno Elemental
22. Essence Scatter
23. Rod of Ruin
24. Sparkmage Apprentice
25. Canyon Minotaur
26. Ignite Disorder
27. Flashfreeze
28. Horned Turtle
29. Cancel
30. Negate
31. Wall of Fire
32. Sage Owl
33. Ice Cage

This is just a general pick order, I would aim for at least three of each of these:

4+ toughness creatures be they Stone Giants or Walls of Fires

3+ power creatures, Minotaur, Stone Giant, Air Elemental, etc.

evasion creatures, Wind Drake, Phantom Warrior

pingers, be they Artillery or Pyromancers. Since they are uncommon this will be the hardest to accomplish, but are the most important to have in multiples in this particular deck.

and fill the rest with bombs, removal (including sparkmages), and draw. That’s pretty much true of any archetype.