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Zendikar draft walkthrough (green-red)

Ok people Zendikar is upon us, let the drafts begin! I rather like this set, but I tend to like most new blocks after a year of playing with the same cards. I wonder if I’ll get to draft an aggro deck, this block certainly have interesting aggro possibilities with red and black. I usually get pulled to draft control decks, just like in this case.

Before you continue on to the draft itself, I’d like to ask you to take a look at an experiment I’m launching – it’s a Q&A site about Magic called Draw3Cards. It’s built around the technology behind the successfully Q&A site for programmers, StackOverflow. I believe this site would benefit the Magic community, but I need help starting it up. On with the draft!



Rite of ReplicationMind SludgeNeedlebite TrapGeyser GliderTrapfinder's TrickKraken HatchlingKor OutfitterSlaughter CryGoblin War PaintCaravan HurdaScythe TigerAdventuring GearNimana Sell-SwordBlood Seeker

Spoiler:

Rite of Replication is not that relevant without kicker. Mind sludge is only useful if you commit to black, and not in every deck. The only card that stands out is Geyser Glider – 4/4 for 5 is a nice deal, and it should punch through some defenses when it flies, which should be often enough.


My pick:
Geyser Glider


Pick 2

Hedron CrabKazandu BlademasterUnstable FootingTeetering PeaksCancel
Hedron ScrabblerRuinous MinotaurDesecrated EarthKabira CrossroadsMolten Ravager
Mire BlightSpire BarrageDemolish

Spoiler:

Spire Barrage is an easy pick here, not too bad removal (even if it’s sorcery).


My pick:
Spire Barrage


Pick 3

Eldrazi MonumentFrontier GuideQuest for the GembladesMagma RiftDemolish
Welkin TernBeast HuntStonework PumaBurst LightningKabira Crossroads
Plated GeopedeExpedition Map

Spoiler:

The mythic rare doesn’t look all that useful to me, requiring a sacrifice every turn. Quests for gemblades did very nice things for me at the prerelase, but I prefer to take the efficient removal. Burst lightning is at worst a shock, and at best can take out many of Zendikar’s inhabitants. While Magma rift is playable, I don’t like saccing lands.


My pick:
Burst Lightning


Pick 4

Kor DuelistInferno TrapSejiri RefugeBog TattersTanglesap
Guul Draz VampireNoble VestigeShoal SerpentCancelGiant Scorpion
Seismic Shudder

Spoiler:

The red removal keeps flowing :)


My pick:
Inferno Trap


Pick 5

Marsh FlatsSeascape AerialistTrapmaker's SnareSavage SilhouettePiranha Marsh
Beast HuntInto the RoilTuktuk GruntsLethargy TrapBog Tatters

Spoiler:

Red finally ran out. Grunts could be playable if you have several other allies, but I prefer to start branching out into other colors, and Into the Roil is not a bad bounce spell.


My pick:
Into the Roil


Pick 6

Primal BellowHagra DiabolistGrazing GladehartKabira CrossroadsSoul Stair Expedition
DemolishKor HookmasterSpidersilk NetKor Skyfisher

Spoiler:

I suspect I’ll be able to find other copies of Demolish going late, so I keep at my attempts at finding a second color. Skyfisher is a good package, and can bounce your own lands so you can enjoy the landfall recursion.


My pick:
Kor Skyfisher


Pick 7

Seismic ShudderKor OutfitterGrazing GladehartMold ShamblerVastwood Gorger
Spell PierceNissa's ChosenInto the Roil

Spoiler:


Not great but acceptable, Shudder is a removal you can cast on turn 2. Ther other noteworthy candidates are Mold Shambler and the wurm. In retrospective I suspect either would have been a better choice, but I didn’t want to scatter my efforts at picking my second color.


My pick:
Seismic Shudder


Pick 8

Hedron CrabSeismic ShudderIor Ruin ExpeditionNarrow EscapeLethargy Trap
Soaring SeacliffNissa's Chosen

Spoiler:


Soaring Seacliff is useful as a splash because it actually doesn’t require any mana for its bang. You can fly a large critter over the opponent’s head with the easiest splash ever.

My pick:
Soaring Seacliff


Pick 9

Trapfinder's TrickKraken HatchlingSlaughter CryGoblin War PaintCaravan Hurda
Blood Seeker

Spoiler:


Red’s giant growth

My pick:
Slaughter Cry


Pick 10

Unstable FootingHedron ScrabblerKabira CrossroadsMire BlightDemolish

Spoiler:

Yeap, here’s my sideboard tech.

My pick:
Demolish


Pick 11

Quest for the GembladesBeast HuntKabira CrossroadsExpedition Map

Spoiler:


I suspect we won’t be seeing Quest for the Gemblades going this late when people figure out its power. Seriously guys, in the prerelease I played two of these in a GU deck, and got 6/6 fliers often. I still decide to hold out this time and wait for a better signal for my alt color, though I should have taken this as a signal that green is availble.

My pick:
Expedition Map


Pick 12

Kor DuelistTanglesapNoble Vestige

Spoiler:


My pick:
Noble Vestige


Pick 13

Trapmaker's SnareBeast Hunt

Spoiler:



My pick:
Trapmaker's Snare


Pick 14

Primal Bellow

Pack 2

Pick 1

Blade of the BloodchiefQuest for the Holy RelicSeascape AerialistTrusty MacheteKabira Crossroads
Expedition MapZendikar FarguideMolten RavagerWelkin TernHarrow
Nimbus WingsVastwood GorgerOndu ClericGuul Draz Vampire

Spoiler:

Nothing red, so I finally take a second color. Harrow smells good in every way, and I don’t see anything else I like as a first pick.

My pick:
Harrow


Pick 2

Eternity VesselQuest for the GembladesMerfolk WayfinderUnstable FootingKor Cartographer
Welkin TernMold ShamblerHagra CrocodileTempest OwlNimbus Wings
Teetering PeaksAdventuring GearMakindi Shieldmate

Spoiler:

Eternity Vessel ftw – this card can be simply amazing for you and frustrating for you opponent. With the proper acceleration you’ll gain 6-10 life for every land you play.

My pick:
Eternity Vessel


Pick 3

BloodghastKor AeronautAEther FigmentNimbus WingsSoul Stair Expedition
Shoal SerpentMindless NullNoble VestigeSurrakar MarauderSpidersilk Net
Ior Ruin ExpeditionTanglesap

Spoiler:

Out of luck – after seeing Harrow I really wanted to go green as my second color, yet nothing green nor red in this pack. If I were blue then Aether Figment is really god, even if I’m only splashing for it. Oh well.

My pick:
AEther Figment


Pick 4

Grappling HookHedron CrabInferno TrapHeartstabber MosquitoBlood Seeker
Beast HuntCaravan HurdaSteppe LynxUmara RaptorGoblin Shortcutter
Bold Defense

Spoiler:

I really like this card, for the simple fact it’s an instant. I’m used to so many sorcery burn spells in the last sets (if I recall correctly, that is).

My pick:
Inferno Trap


Pick 5

Murasa PyromancerTeetering PeaksSpidersilk NetMolten RavagerRelic Crush
Tuktuk GruntsBold DefenseMire BlightVastwood GorgerKhalni Heart Expedition

Spoiler:

I believe this is a mispick – Gorger would have been more appropriate. I wonder how late Murasa Pyromancer has to go before I pick it.

My pick:
Khalni Heart Expedition


Pick 6

Landbind RitualMarsh CasualtiesLethargy TrapKor CartographerGuul Draz Vampire
Khalni Heart ExpeditionTanglesapSpire BarrageNimbus Wings

Spoiler:


My pick:
Spire Barrage


Pick 7

Quest for the Holy RelicFrontier GuidePrimal BellowGoblin War PaintMagma Rift
Blood SeekerMire BlightSoul Stair Expedition

Spoiler:


Having enough burn, I take the green accelerator. It combos with Eternity Vessel and with Spire Barrage as well.


My pick:
Frontier Guide


Pick 8

Jwar Isle RefugeTrapmaker's SnareCobra TrapRuinous MinotaurShoal Serpent
Kor OutfitterNissa's Chosen

Spoiler:


Not elite, but definitely playable.

My pick:
Cobra Trap


Pick 9

Quest for the Holy RelicKabira CrossroadsExpedition MapZendikar FarguideMolten Ravager
Nimbus Wings

Spoiler:


Molten Ravager could actually turn out rather nice in this deck. It’s similar to Wall of Fire only less color intensive and without defender.

My pick:
Molten Ravager


Pick 10

Merfolk WayfinderUnstable FootingKor CartographerTempest OwlNimbus Wings

Spoiler:

Absolutely nothing here so I “hate draft” the Owl, as much as anyone can hate draft it :)

My pick:
Tempest Owl


Pick 11

Nimbus WingsMindless NullNoble VestigeSpidersilk Net

Spoiler:


My pick:
Spidersilk Net


Pick 12

Blood SeekerBeast HuntBold Defense

Spoiler:


Beast Hunt is 100% unplayable in this deck

My pick:
Bold Defense


Pick 13

Relic CrushMire Blight

Spoiler:


My pick:
Relic Crush


Pick 14

Landbind Ritual

Pack 3

Pick 1

Iona, Shield of EmeriaMurasa PyromancerLandbind RitualBrave the ElementsSeismic Shudder
Grim DiscoveryDemolishCaravan HurdaZektar Shrine ExpeditionVines of Vastwood
Shatterskull GiantIor Ruin ExpeditionCrypt RipperTuktuk Grunts

Spoiler:

Several cards are worthy here: Shatterskull Giant is a decent bang-for-buck, Shudder is always at least playable, the quest for the 7/1 elemental is worth considering at least. I prefer Vines here because +4/+4 for GG with shround for G sounds too good to pass. In the games the follow it does manage to save one of my dude without the kicker.

My pick:
Vines of Vastwood


Pick 2

Bala Ged ThiefLandbind RitualBlazing TorchBrave the ElementsSlaughter Cry
Caravan HurdaGrazing GladehartNoble VestigeMagma RiftNarrow Escape
Bold DefenseTurntimber GroveSurrakar Marauder

Spoiler:

Turntimber should trade for a removal spell most of the time, otherwise it would just gain obscene amounts of life.

My pick:
Grazing Gladehart


Pick 3

Conqueror's PledgeTajuru ArcherLiving TsunamiJourney to NowhereMold Shambler
Territorial BalothBeast HuntCaravan HurdaTorch SlingerSeismic Shudder
Hedron ScrabblerDesecrated Earth

Spoiler:

Torch slinger is not the most efficient of removals, but it gets the job done.

My pick:
Torch Slinger


Pick 4

Terra StomperGomazoaLandbind RitualBlazing TorchJourney to Nowhere
Savage SilhouetteKhalni Heart ExpeditionDesecrated EarthBlood SeekerKabira Crossroads
Tanglesap

Spoiler:

Woot, fourth pick Terra Stomper! Yes please.

My pick:
Terra Stomper


Pick 5

Bala Ged ThiefQuest for the Holy RelicShepherd of the LostLethargy TrapSpidersilk Net
Vines of VastwoodZendikar FarguideBog TattersTrapfinder's TrickCaravan Hurda

Spoiler:

Not sure if I’ll play both, but what the hell.

My pick:
Vines of Vastwood


Pick 6

Runeflare TrapUnstable FootingSummoner's BaneKabira CrossroadsSunspring Expedition
Lethargy TrapMindless NullSoul Stair ExpeditionKor Cartographer

Spoiler:

Another dud pack.

My pick:
Lethargy Trap


Pick 7

Magosi, the WaterveilJwar Isle RefugeKazandu RefugeSlaughter CrySteppe Lynx
Hagra CrocodileKor CartographerSunspring Expedition

Spoiler:


My pick:
Kazandu Refuge


Pick 8

Marsh CasualtiesArrow Volley TrapMark of MutinySlaughter CryExplorer's Scope
Pillarfield OxSoaring Seacliff

Spoiler:


This would do nicely. Hmm, do I have too much mana fixing? Perhaps, but this is card advantage as well, and the thinning this can do to my deck comes at a low price.

My pick:
Explorer's Scope


Pick 9

Landbind RitualSeismic ShudderDemolishCaravan HurdaShatterskull Giant
Tuktuk Grunts

Spoiler:


Meat. I’ll take it.

My pick:
Shatterskull Giant


Pick 10

Landbind RitualCaravan HurdaNoble VestigeNarrow EscapeBold Defense

Spoiler:

I prefer not to face this if I can help it.

My pick:
Bold Defense


Pick 11

Mold ShamblerBeast HuntHedron ScrabblerDesecrated Earth

Spoiler:


A late shambler, it takes on the many artifacts, enchantments, lands and might kill an occaisonal planeswalker. And it’s a 3/3 for 4 mana!

My pick:
Mold Shambler


Pick 12

Landbind RitualKhalni Heart ExpeditionTanglesap

Spoiler:


My pick:
Khalni Heart Expedition


Pick 13

Quest for the Holy RelicTrapfinder's Trick

Spoiler:


My pick:
Quest for the Holy Relic


Pick 14

Sunspring Expedition

* This walkthrough was created by Create Your Own Magic Draft Walkthrough


The decklist:

Creatures:

  • Frontier Guide
  • Cobra Trap
  • Grazing Gladehart
  • Terra Stomper
  • Mold Shambler
  • Geyser Glider
  • Shutterskull Giant
  • Torch Slinger
  • Molten Ravager

Spells:

  • Harrow
  • 2 X Khalni Heart Expeditition
  • Vines of Vastwood
  • Spire Barrage
  • Burst Lightning
  • 2 X Inferno Trap
  • Seismic Shudder
  • Eternity Vessel
  • Explorer’s Scope

Lands:

  • Kazandu Refuge
  • 8 Forests
  • 9 Mountains

I went 1-1 against my opponent before Magic Workstation crashed on me. Didn’t draw any of my bombs, but the games were fun. Looking forward for the next draft.

5 Comments

  1. Avish:

    Looks decent, although I would’ve made some other choices. Some of the equipment you left lying there (like Adventuring Gear or Grappling Hook) is really good, and green was strong from the start (in fact, green seems to be pretty strong in Zendikar in general).

    I’m surprised by how unbalanced the cycles are. Look at the expeditions – Khalni Heart and Zektar Shrine are both really useful, while Ior Ruin is nothing to write home about. Same goes for the rare spell-lands — Oran-Rief is awesome, while Magosi, the Waterveil is so tailor-specific I can’t even think of a good deck to use it with. Then again, I might be short-sighted.

  2. ripper234:

    I don’t believe adventuring gear wins over either Geyser Slider or Eternity Vessel. Not really sure how I missed Grappling Hook, but yes, it might be the better card here (it’s reusable removal).

    Ior Ruin is playable. I don’t like Khalni Heart that much compared to similar fetch spells from previous sets. It only fix your mana once you’ve drawn 5 lands (2 to cast it + 3 more)! Yes, it can get you to 8 mana … enabling the various expensive spells we see in this block (kicker and big bombs) … but it won’t accelerate you to your 3rd or 4th land.

    Damn, Oran-Rief is amazing indeed, probably the best of these lands, while Magosi is the archetypal shit-rare (I know, I opened one in the pre-release and cried my misfortune).

  3. Avish:

    I’ve made a personal habit of referring to it as Oran-Zarief. It’s just *that* powerful.

  4. Moogymatch:

    9 guys in a draft deck? Ouch. And of those, you have 1 2-drop (which can’t fight) and effectively 2 3-drops (you want to keep Torchslinger back till turn 5). As most of your removal costs 4 or more, you’re in serious danger of being overrun before you get started. It’s no good playing out an Eternity Vessel on turn 5/6 if your life total is 1.

    Picks I would have made differently:

    P1P1 Rite over Glider (Glider is fine, but Rite cancels out their best guy/copies your best guy, or, with lots of acceleration – which you ended up getting! – flat out wins).
    P1P7 2nd Roil over Seismic Shudder. Shudder is sideboard at best, and this keeps cutting blue.
    P1P9 Hatchling over Slaughter Cry. You need guys! And he can block all day till removal/big guys come along. Plus this keeps cutting blue. (And as you’ll see from later picks, blue stays pretty open for a while anyway.)
    P1P10 Unstable Footing over Demolish – there aren’t many lands or artifacts you need to kill, and this is maindeckable.

    P2P1 – Trusty Machete!!! There’s almost nothing you take over this. It even makes Hatchling good.
    P2P2 – Welkin Tern. Blue. Cheap. Guy. Flies. And wearing a Machete…
    P2P3 you picked a Figment anyway… your creature base would actually start to look pretty good now. (And this is another great Machete target.)
    P2P4 Inferno trap is fine, although if you were in blue there would be a serious case for Raptor.
    P2P5 Ravager or Grunts. Ravager’s great in heavy red and the Grunts would help out your Raptor.

    Not much point in analysing further since other people’ picks will have been affected, but even *without* cutting blue you were passed Living Tsunami, Gomazoa and Summoner’s Bane – goodness knows what goodies you’d have picked up if you’d cut it aggressively. Could have been a really strong UR controllish deck.

    Anyway, fun to read, keep up the good work!

    PS your card count comes to only 20, plus 18 land. I hope the other two cards were guys!

  5. MexiKen:

    Ouch. I’m sorry to say but this did not go as well as it could have. You take a ton of cards that are OK but just waaaay too slow for this format, as you may have found out by now (not sure when this draft was done).

    You’re alright on the first few picks, although I would have gone with Blademaster over Spire Barrage as Barrage will often wheel and requires a huge red commitment to be effective. I take the Grunts P1P5 to go with it, and start heading towards RW. Outfitter over Shudder, as Shudders are not hard to grab. Kor Duelist over Vestige in P1P12.

    Pack 2 is where the wheels come off. Machete HAS to be your first pick. Gear over the extremely slow Eternity Vessel. Aeronaut over Figment to keep going R/W.

    Even without cutting white in pack 2 you are seeing incredible white come through in pack 3 – 2x JtN, Shepherd of the Lost, 7th pick Lynx(!!)

    My main reason for posting was the Machete though. The thing is ridiculous – that pick isn’t even close. Take the Machete and be thankful you did.

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