Hi there all, I'm a long time reader and first time poster, but I thought it a good time to jump in get posting. I've played since Revised, but had a couple of breaks, jumping in and out to catch a few blocks here, a few blocks there. I am loving the game at the moment and have been very fond of both "Goes to the Graveyard" Jund and Blue-White Allies in the last and this block respectively. Let's see how I do in a triple Worldwake 4322.

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No real reason there not to take the rare - Tideforce Elemental is probably the only other one I'd consider and it's not that good.
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A lot tougher here! Good removal, a flying zendikon for the rush deck and the Merfolk who are a great card in the right deck. I want to try and force the Allies though and the Freeblade is a great early card and solid later on with the right backing.
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Now I kinda wished that I'd taken the Tomb Hex in the last pack. I decide here to take the quick flyer and hopefully encourage 2 drafters to my left to fight over black.
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Griffin and Drake are both tempting here, but I've had a lot of joy with White-Red allies recently, so I'm going to take the Battlesinger. Not as decision most would agree with I think - the Drake is probably the best pick.
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I'll gladly pass the Zendikon to encourage the black drafters and take the flyer who is good early and potentially unmanagable later on.
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The Griffin or the Gnarlid Pack here and I'm not in green at all yet, nor have I seen much coming round, so definitely the bouncing baby birdy.
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Yet more black removal to pass on and I take the flying Zendikon to keep options open for a blue-white skies deck.
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Tempted with both the Excavator and rare here, but the Scrappers have got good marks for me in previous games and the ability to push through a few more points of damage, with a body and some artifact removal is a great payoff.
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I briefly pause on the Dread Statuary before taking the aura that will probably only be sided in against decks with limited removal. It can win games very quickly, but I've seen a lot of removal and some bounce going round, so won't be main-decking this.
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Makes attacking difficult and is demi-removal.
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Sideboard card, but great fun against a removal heavy deck.
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I want to be hitting people early with my allies (assuming some more come along), so I don't want any chump blockers out there.
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Expensive yes, but this card is definitely playable, particularly in multiples and it's presence here tells me that red is not too heavily drafted.
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Nice - more demi-removal.
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Looking back on this, I could have taken the Apes and tried green and probably should have taken the Judgement as good removal. But I love the possibilities of 2-for-1's that the Refraction Trap gives you and with my cheap creatures I'm hoping to have the mana to spare for the full cost.
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There is going to be a very happy green player out there with more Apes coming, but Searing Blaze is a great card and definitely beats it.
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It's a shame to pass both the Freeblade and the Hawks, but the Archon is bigger than virtually every other flyer out there and even if I don't have a heavy flying deck, the life boost can be handy.
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Considered the Battlesinger, but the Griffin is a touch more solid with the evasion, so went for that.
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A must for any aspiring Ally deck - being able to pump/mill/activate at instant speed is very important. It's a bind passing the Creeping Tar-Pit as it's beaten me a few times recently.

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The Marsh Threader is nice, but you can usualy get some later than this. The Shaman on the other hand has a solid body, lovely game-winning ability in the late game and isn't too expensive to run.
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Crusher Zendikon is outstanding - a 4/2 trampling hasty thing is nothing to sneeze at.
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Stock up on the Allies! Not a very solid creature after the first few turns, but great for getting in damage in lightning raids very cheaply, particularly in mulitples.
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Did those Apes really table? They're better than that, but maybe we don't have any red/green drafters. The Roughrider is a decent addition to bolster the ranks of regular creatures if my Allies don't perform.
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Trap is good. If it wasn't there I'd take the Boomerang for weenie decks.
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Nothing I really want, but just as in ZZZ drafts with Desecrated Earth, it's nice to have a Rolling Terrain in the sideboard for those annoying Valakuts/unblockable Creeping Tar-Pits.
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More Allies! The Trader is only for combo-ing with the Abyssal Persecutor in WWW drafts.
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I definitely won't play 2 Claws, but I don't want to play against them either.
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A nice trick late on - demi-removal in the right situation, to be able to untap and block by surprise.
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It always gets me when people take a basic land over a remaining card. There are some bad cards out there to be sure, but never leave your potential opponents anything that is more useful than a basic land, no matter how far fetched. Except maybe a Viashino Skeleton....
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Two possibilities and I'll grab Kazuul over the Hawks, for his ability to wreck incoming swarm attacks/alpha strikes late on.
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If I had iron willpower here, I would have taken the Scrapper. If I had a mind for a possible splash of blue, I'd take the Pilgrim's Eye. But I lost my last draft final to this unblockable man land and it annoyed me. Plus it's worth a bit and I'm not going to really miss anything else in the pack. I'm hoping the Scrapper will table though.
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The Sundial is a potential choice, but my creature base is looking on the low toughness side, so I want the trap to keep them alive and provide some removal.
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A foil Death's Shadow and rare black ally! ....are not exciting here. The Apex Hawks are however, with their illustrated ability to carry off lunch with them and beat opposing planeswalkers upside the heed.
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I like the Herder for a later creature, but I want more Allies to back up the growing number. If I can get multiple Battlesingers down they could look quite scary.
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Targeted removal beats out the tricky removal here. Judgement is one of the few destroy/exile outright removal spells in the set - almost everyhing else is damage or -x/-x, which doesn't do you a lot of good against that rampaging Terasadon who's just eaten 3 of his own lands and called his little brothers to help him trample you into the dust. (Don't roll your eyes, you know it happens more often than it should....)
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Not a big fan of the Statuary - an expensive Mishra's is not a great addition as it's easy to plan for. The Steppe however is a decent late pick, particularly if you're facing a mono-colour deck or can pluck out a Ruin Ghost to abuse it.
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I'm not going into blue this late unless the rest of the packs have Excavators in (unlikely), so probably should have hated the Vastwood Zendikon here to avoid the big thing. You never know though....
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Just in case the aforementioend big thing does come along, this Wall can deal with most ground based attackers and might be sided in.
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Damn, a black and green card there which you would not usually see this late - what are people playing?! The Scrapper is a great late gift for me though and did table as hoped.
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Not sure I'll play it unless I come up against a specific kind of deck, but it's solid and might go in as a 21st-23rd card.
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Hating out the good card drawing.
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Hating out the landfall enabler.
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Never leave your opponent with anything that might be remotely useful.
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Looking at the deck after buliding, I was happy with it, but aware that I'd need to be a bit choosy where I gave my creatures away and be very aware what tricks were out there. The final deck was this (in mana cost order):

Critters (15)
Hada Freeblade
Fledgling Griffin (2)
Akoum Battlesinger (4)
Apex Hawks (2)
Goblin Roughrider
Tuktuk Scrapper (2)
Archon of Redemption
Deathforge Shaman
Kazuul, Tyrant of the Cliffs









Spells (7)
Searing Blaze
Crusher Zendikon
Join the Ranks
Refraction Trap (3)
Iona's Judgment

Land (18)
Quicksand (2)
Plains (8)
Mountains (8)

Other cards:
Battle Hurda
Guardian Zendikon
Veteran's Reflexes
Mysteries of the Deep
Halimar Excavator
Wind Zendikon x2
Rolling Terrain
Cosi's Ravager
Claws of Valakut x2
Ricochet Trap
Explore
Creeping Tar Pit
Stirring Wildwood
Sejiri Steppe
Bojuka Bog
Khalni Garden










I liked the mix, with some very fast creatures and a few solid larger bodies to back them up as well. The traps can be devastating if you play them well and the removal I had was reasonable, particularly against the artifacts out there. My rating started at 1689, so I'm definitely looking to break 1700 with this event.

user submissions Magic the GatheringRound 1 vs Beeji99 (Red/Black medium size)
In the first game, I kept an iffy hand of Mountain, Plains, Akoum Battlesinger x2, Refraction Trap, Deathforge Shaman and Archon of Redemption, but pulled 2 lands and another Battlesinger in the first 3 draws. Beeji didn't see any swamps and I don't think ever had more than a single creature on the table. After he Searing Blazed away an early Battlesinger, I beat on him with another 2 of them until he put down a Grotag Thrasher. One Refraction Trap later he was at 1 and could only field a single blocker against 3 attackers next turn.

1-0

In game 2, my opener was a lot better with Plains x2, Mountain, Goblin Roughrider, Hada Freeblade, Fledgling Griffin and Join the Ranks. An Akoum Battlesinger allowed me to get in some early beats before we stalemated for a couple of turns with my life looking a lot better, but with roughly even creatures. Join the Ranks joining the table in mid combat and making the Hada Freeblade too large to deal with for his now trembling blockers and the game was taken.

2-0

user submissions Magic the GatheringRound 2 vs Chalie (White/Blue weenie)
My opener was kept a little riskily again, with Mountain x2, Battlesinger x2, Tuktuk Scrapper, Refraction Trap and Kazuul, Tyrant of the Cliffs. This proved to be a little annoying when he put down the first striking, lifelinked Sejiri Merfolk and proceeded to hold off my Battlesingers, frothing at the mouth with their desire to get some beats in. After he laid his second Merfolk, I attacked with Kazuul into the first strikers and used Refraction Trap to make sure the big guy stuck around, while the Merfolk were sent to swim with the fishes for their audacity. When his Dread Statuary was killed mid-block by some instant-allies joining my Scrapper, he had nothing left to hold off the Tyrant of the Cliffs and conceded.

1-0

With the first striking Merfolk a definite problem, able to kill a decent portion of my deck, I took out a Refraction Trap and added the Veteran's Reflexes to give myself a cheaper surprise to pull on the blue men. The life-gaining fish-tailed menaces again reared their trident-toting heads in game 2, racing him up to 26 life and me down to 14 before a kicked Apex Hawk put a larger body in the way. A pivotal moment came with his Kitesail Apprentice being Searing Blazed in mid-Kitesail equip, before my Scrapper came boiling out of my hand to demolish the offending equipment. From then on I had the bodies to control the ground and a 3/3 Hawk beaking him to death in the air. A Join the Ranks enabling a Tuktuk Scrapper activation on a Walking Atlas did the last 4 points of damage to earn the concession.

2-0

user submissions Magic the GatheringRound 3 vs jarmaster1000 (White/Blue weenie skies)
Both in good spirits, we joked a bit through all games here and indeed, all three opponents tonight were very good sports - a real bonus to the fun of playing. My opener against Mr 1000 was not stored, but I got away fast while jarmaster1000 mull'ed to 4 with 3 successive no-land hands - not the way I want to win, but we all take it don't we. I started pumping out attackers and it was always a holding action, particularly after 2 Traps got rid of his Voyager Drakes. He held me off for a few more turns with a Permafrost Trap and Tideforce Elemental, but the Archon of Redemption sealed the deal.

1-0

The second game was much more even, as I had no drop before turn 4, when a Refraction Trap took care of his Drake again, doomed to bite itself to death once more. A Lightkeeper of Emeria held off my fun-sized critters and an Archon of Redemption joining his team just rubbed in that sometimes I should mulligan a bit more agressively.

1-1

My opener for the decider was Plains x2, Mountain x2, Battlesinger, Join the Ranks and Kazuul. Again I was always on the offensive, with Traps removing blockers and killing others or nibbling away at him. 2 Battlesingers were reinforced with some Insta-Allies and forced a trade with his remaining Enclave Elite and Fledgling Griffin and after a couple of chump blocks, Deathforge Shaman came down to burn through the last 2 points. Yay me!

2-1 for an overall 6-1, win-win-win record

I was happy with my deck, but rode my luck a couple of times, relying on it to provide me with decent draws after a debatable kept hand. The Battlesingers performed well and alway got in for damage before trading with something more expensive and the Refraction Traps caused problems every time I played them, messing up expected combat results and changing slight dominance into definite disadvantage.

The Scrappers in particular are under-rated I think and having two of them gave me outs for every artifact played against me. The Kitesails and Hammers can be problematic at times and it's great to have the cards that deal with them essentially as a bonus. They just sat in my hand until the opponent started playing artifacts, then came out and did their thing well. I very rarely had any sideboard action, not so much because I didn't have options, but because this deck was performing at least as solidly as any deck I've had recently and any changes might have weakened it more than helped.

At the end of the draft, my rating was up to 1709, I was a booster, some money cards and an Anwon Avatar better off than I started, so all in all a good evening's work. All comments are gratefully received and thanks top DB for a great community site - keep up the good work!

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6 Comments to “Triple Worldwake by Maxtlion”


  1. Upallnight — March 10, 2010 @ 1:35 am

    yeah, I don’t get WWW, not even alittle. nice on the win.

  2. Shinkaze — March 10, 2010 @ 8:18 am

    Nicely done! It’s cool to see Red White is still possible in WWW. I was having doubts myself but now I want to see if I can get the guys at the FLGS to draft WWW.

    What are some good archetypes in WWW besides WU and WR?

  3. JustinNo — March 10, 2010 @ 10:21 am

    Congrats on the Winnings!
    I have always wondered what it would be like to take the risk and draft the allies over other powerful stuff, seems it worked out for you. A big thing that I noticed that you had 3 Reflection Traps, this is possibly your best White removal spell over the Iona’s. In the beginning of the draft I was a bit skeptical seeing you pass a lot of good black removal, but it looks like it paid off! Good to see someone take the risk of drafting the right allies to make a bomb of a deck. GGs!
    JustinNo (1756)

  4. endgambit — March 10, 2010 @ 10:22 am

    Good draft.  Pack One was a bit all over the place but that is typical until you settle on a strategy, and as you never really saw any green allies, you settled on the correct one. 

    One general note is Roiling Terrain.  Consistently available in the last 2-3 picks and consistently useful.  I wouldn’t advocate taking it early or anything, but I find it extremely useful in aggro decks (and really WWW is all aggro) for destroying zendikons, manlands, and even quicksands that threaten to throw off my attack.  And if it can’t find a place maindeck, I often side it in when I see more than one zendikon.  Anyway, too bad triple WWK is about to go away…

  5. entropius — March 10, 2010 @ 10:36 am

    Is Refraction Trap as super as it looks?

  6. maxtlion — March 11, 2010 @ 1:53 am

    Thanks for all the comments – I’ll put my responses all in one here….

    Shinkaze – while I’m no authority on the definitive archetypes in the WWW drafts, the other one I am keen on is Black Green, using Dead Reckoning to recycle all the Green phat. You can usually pick this spell up in multiples around picks 4-10, depending on whether there are other applicable cards in the packs.

    Endgambit – I’m definitely going to take a look at Rolling Terrain a little more from now on, potentially as a multiple sideboard card.

    Entropius – Refraction Trap potentially allows you a 3-for-1 trade and at its worst will typically get you 2-for-1. While it is situational and slightly expensive, this card advantage and the way it wrecks combat math for the opposition makes it extremely useful in my opinion.

    Thanks all – looking forward to submitting the next one! Unfortunately I didn’t record my latest with Abyssal Persecutor, Basilisk Collar and double Cunning Sparkmage!



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