Baghdad Bazaar: FFA Draft #3 - The Power of Merfolk
By Nathan Fealko on March 20th, 2008 | Filed in Baghdad Bazaar, Limited, Multiplayer, Variant Formats | 12 Comments
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Table O' Contents: 1. Da Draft. 2. Da Decks. 3. Da Game. |
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The Free-For-All (FFA) Draft: Four or more players draft 3 boosters as in a regular Limited event, but they play a single mass game, winner take all. (Default rules allow players to attack anyone they choose, but only one opponent per turn.) |
As it was, I was pleasantly surprised. Only Christopher was too drunk to answer his phone that weekend. That gave us a FFA playgroup of a whopping five people--our largest gathering so far.
I footed the bill for three boosters apiece (LWN-LWN-MOR) for our group; in return, they provided the play area and pizza. Since it had been some time since our last draft, I reviewed the main elements of booster drafting and special considerations for Free-For-All play. I also gave a little background on block theme and mechanics, since only Kyle had any experience drafting Lorwyn. (And Seth had never been in a draft at all; how far behind would he be?)
Once I was confident our playgroup at least knew which side of their cards was up, we cracked our first boosters.
DA DRAFT:
Booster #1, take 1:
Oakgnarl Warrior, Lash Out, Hornet Harasser, Deeptread Merrow, Goldmeadow Harrier, Fistful of Force, Cenn's Heir, Ringskipper, Black Poplar Shaman, Shimmering Grotto, Elvish Eulogist, Flamekin Harbinger, Familiar's Ruse, Squeaking Pie Sneak, Sower of Temptation.
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Besides BREAD, things to watch for in FFA Drafting: 1. Creatures, creatures, creatures! Targeted removal is nice, but it's a lot less effective when you have 4 whole armies staring you down. Instead, draft a decent blocker with a useful ability. 2. Long-term resource advantage. FFA draft games easily last 15 turns or more, long after everyone has emptied their hand. Look for ways to draw more cards or to make use out of extra mana each turn (like with a token generator), for example. 3. Political implications. Faerie Tauntings might catch your eye; but will it go the distance, or will it just inspire 4 other players to kill you before your next turn? |
First, the cards that caught my eye opening this pack. Hornet Harasser, Goldmeadow Harrier, Black Poplar Shaman, and Sower of Temptation are all decent creatures with abilities that come in handy in drawn-out wars of attrition. Other drafters might be attracted to the removal that Lash Out provides, the aggro Squeaking Pie Sneak delivers, or the control Familiar's Ruse promises, but in FFA it's very dangerous to spend your entire hand killing just one opponent. Instead, decent blockers with useful abilities are key.
Of those listed, I went with the evasive creature that could net me a Lairwatch Giant I didn't pay for. And with four other players at the table, targets would be aplenty.
My pick: Sower of Temptation.
Booster #2, take 1:
Woodland Changeling, Kithkin Greatheart, Mulldrifter, Footbottom Feast, Lowland Oaf, Lignify, Faultgrinder, Faerie Trickery, Warren-Scourge Elf, Lairwatch Giant, Spiderwig Boggart, Turtleshell Changeling, Wizened Cenn, Favor of the Mighty.
Mulldrifter is just as much of a house in FFA as in a regular draft (perhaps even more so, as you'll probably have the time to hard-cast it as a 2/2 flier.) Additionally, the ability to refill one's hand is invaluable. Lairwatch Giant and Turtleshell Changeling are also respectable in this format, but neither are quite as overwhelmingly-useful. I'm just glad the Drifter came my way.
My pick: Mulldrifter.
Booster #3, take 1:
Bog-Strider Ash, Aethersnipe, Tarfire, Herbal Poultice, Kithkin Greatheart, Oakgnarl Warrior, Judge of Currents, Blind-Spot Giant, Exiled Boggart, Ponder, Flamekin Harbinger, Final Revels, Eyes of the Wisent.
This booster was much less clear. Tarfire and Ponder are decent, but such cards are nearly useless without blockers. Final Revels is powerful, but it can easily make an enemy out of everyone else at the table. After an internal struggle, I went with the Judge of Currents. It both opened me up in White (a good combination with Blue in Lorwyn) and set me up for long-term life-gain--a surprisingly-solid strategy in FFA.
My pick: Judge of Currents.
Booster #4, take 1:
Springleaf Drum, Inner-Flame Igniter, Goldmeadow Harrier, Glimmerdust Nap, Aquitect's Will, Wellgabber Apothecary, Mournwhelk, Zephyr Net, Kithkin Harbinger, Cloudgoat Ranger, Sunrise Sovereign.
A Quick Note for the Astute: At more than one point, we had slip-ups in the drafting, when some of our newer players would accidentally grab more than one card or pass the wrong pack. As you can see, one of the cards was missing from this pack. We eventually resolved the issues so that we ended up with 45 drafted cards apiece (I forget how), but not before this pick.
There's some decent creature removal in this booster in our colors; but as you can tell from my last choice, I wasn't going to pick a non-creature spell unless it was really good. Cloudgoat Ranger and Sunrise Sovereign are also fair for FFA, but I already had another choice in mind. In particular, there was a solid creature that can easily set one up to win a defensive war, which a FFA often becomes. (Plus, I'd already seen it abused in our playgroup.)
My pick: Wellgabber Apothecary.
Booster #5, take 1:
Adder-Staff Boggart, Wispmare, Streambed Aquitects, Consuming Bonfire, Protective Bubble, Fire-Belly Changeling, Skeletal Changeling, Aquitect's Will, Kinsbaile Skirmisher, Turteshell Changeling, Faerie Taunting.
This time I didn't hesitate on the Turtleshell Changeling. Besides being a respectable defender, he can morph into a sizeable attacker when need be. (And he's a changeling--always useful.)
My pick: Turteshell Changeling.
And with that pick, we've seen all five boosters circulating the table! Booster #1 now returns to us, less a few cards...
Booster #1, take 2:
Lash Out, Hornet Harasser, Deeptread Merrow, Goldmeadow Harrier, Ringskipper, Shimmering Grotto, Flamekin Harbinger, Familiar's Ruse, Squeaking Pie Sneak.
(Again, a missing card.) For me, it was either the Deeptread Merrow or the Goldmeadow Harrier. I eventually chose the former, since I'd already drafted a few other Merfolk cards. I could have probably justified either choice, however.
My pick: Deeptread Merrow.
Y'all remember Leander, right? (My regular camera
broke, so we had to use a crappy phone camera
instead.)
Kithkin Greatheart, Footbottom Feast, Lowland Oaf, Lignify, Faultgrinder, Faerie Trickery, Lairwatch Giant, Turtleshell Changeling, Favor of the Mighty.
It's not a Merfolk this time, but it can discourage a hoarde of weenies. Perfect for FFA play. I chose it over the Turteshell Changeling, since I already had one of those anyway.
My pick: Lairwatch Giant.
Booster #3, take 2:
Aethersnipe, Tarfire, Herbal Poultice, Oakgnarl Warrior, Blind-Spot Giant, Exiled Boggart, Flamekin Harbinger, Final Revels.
Although in color, the Aethersnipe was a little too expensive for its ability, for my tastes. Instead I hate-drafted the Tarfire, just so I wouldn't have to see it again. (A solid argument can also be made for hate-drafting the Oakgnarl Warrior, but I was more concerned about losing my fragile Merfolk to spot damage.)
My pick: Tarfire.
Booster #4, take 2:
Springleaf Drum, Goldmeadow Harrier, Aquitect's Will, Zephyr Net, Kithkin Harbinger, Sunrise Sovereign.
I wasn't too hard up yet to draft non-creature pseudo-removal over a decent blocker with a useful ability.
My pick: Goldmeadow Harrier.
Booster #5, take 2:
Wispmare, Streambed Aquitects, Consuming Bonfire, Protective Bubble, Fire-Belly Changeling, Aquitect's Will.
I took a lesson from my last FFA draft and grabbed the flier that can also remove the Glimmerdust Nap I didn't draft.
My pick: Wispmare.
Last known photo of Tom by this particular
photographer.
Goldmeadow Harrier, Flamekin Harbinger, Familiar's Ruse, Squeaking Pie Sneak.
You can never go wrong with a creature that can tap down enemy win conditions. Looks like I got both of these after all.
My pick: Goldmeadow Harrier.
Booster #2, take 3:
Kithkin Greatheart, Lowland Oaf, Faultgrinder, Faerie Trickery.
Again, I stayed away from the non-creature spells as long as possible.
My pick: Kithkin Greatheart.
Booster #3, take 3:
Aethersnipe, Blind-Spot Giant, Flamekin Harbinger.
My pick: Aethersnipe.
Booster #4, take 3:
Springleaf Drum, Zephyr Net.
My pick: Zephyr Net.
Booster #5, take 3:
Protective Bubble.
On to the next set! Hopefully we'll have fewer hiccups this time.
Booster #6, take 1:
Boggart Loggers, Lys Alana Huntmaster, Runed Stalactite, Inner-Flame Acolyte, Neck Snap, Spring Cleaning, Blind-Spot Giant, Wellgabber Apothecary, Gilt-Leaf Seer, Boggart Birth Rite, Sylvan Echoes, Rebellion of the Flamekin, Changeling Titan, Wren's Run Packmaster, Axegrinder Giant.
Wren's Run Packmaster is just crazy-stupid in this format, when you'll have plenty of extra turns and extra mana to spend. Not to mention that deathtouch is one of the best ways to stall attackers in the whole game. I hate-drafted it without a second thought.
My pick: Wren's Run Packmaster.
Booster #7, take 1:
Inner-Flame Acolyte, Neck Snap, Pestermite, Leaf Gilder, Boggart Sprite-Chaser, Thieving Sprite, Caterwauling Boggart, Tideshaper Mystic, Elvish Handservant, Broken Ambitions, Cenn's Heir, Merrow Harbinger, Merrow Reejerey, Vivid Marsh.
Since I've already drafted a couple other Merfolk, a Merrow "Lord" could come in very handy. (Remember, the Neck Snap here is great, but we need creatures more than we need spot removal.)
My pick: Merrow Reejerey.
Booster #8, take 1:
Axegrinder Giant, Lignify, Silvergill Dowser, Oblivion Ring, Quill-Slinger Boggart, Inkfathom Divers, Boggart Birth Rite, Ingot Chewer, Shimmering Grotto, Vivid Crag, Final Revels, Seedguide Ash, foil Island.
This was one of those few instances where I would unhestitantly grab a removal spell in a FFA draft over a crit. Oblivion Ring is inexpensive, open-ended removal that doesn't find as much anti-enchantment to worry about in Limited as in Constructed. The next closest card in value would be the Silvergill Dowser, but, judging from our last draft, I was pretty sure it would make it around the table again.
(But Oblivion Ring being a pick 3 makes me wonder how good the other players were at judging card values.)
My pick: Oblivion Ring.
Booster #9, take 1:
Sentinels of Glen Elendra, Smokebraider, Gilt-Leaf Ambush, Moonglove Winnower, Skeletal Changeling, Aquitect's Will, Kinsbaile Skirmisher, Blind-Spot Giant, Boggart Shenanigans, Ego Erasure, Flamekin Spitfire, Cryptic Command.
I was getting vibes that Blue was open in this draft, but I think it was at this point I realized just how open it was. In fact, I stopped the draft right here long enough to exclaim, "Who passed this card???" Three people raised their hands, shyly explaining that it wasn't in one of their colors. Personally, I don't care; I'd hate-draft any of the command cycle if I had to. They're that good.
My pick: Cryptic Command.
Booster #10, take 1:
Hillcomber Giant, Sentinels of Glen Elendra, Stinkdrinker Daredevil, Dreamspoiler Witches, Oaken Brawler, Goldmeadow Dodger, Faerie Trickery, Blind-Spot Giant, Elvish Handservant, Goldmeadow Stalwart, Fallowsage.
He's both a Merfolk and a great way to keep my hand full over long games. He should fit in nicely. (On a side note, we've been seeing a lot of blind Giants lately.)
My pick: Fallowsage.
Booster #6, take 2:
Boggart Loggers, Runed Stalactite, Inner-Flame Acolyte, Spring Cleaning, Blind-Spot Giant, Wellgabber Apothecary, Boggart Birth Rite, Sylvan Echoes, Rebellion of the Flamekin, Axegrinder Giant.
Twice as much opportunity to protect my dudes can't be all bad.
My pick: Wellgabber Apothecary.
Seth is a good host and brings us soda.
Inner-Flame Acolyte, Pestermite, Leaf Gilder, Boggart Sprite-Chaser, Caterwauling Boggart, Tideshaper Mystic, Broken Ambitions, Merrow Harbinger, Vivid Marsh.
As long as we're settling into the "Merrow" theme, a way to tutor them up can't be half bad either.
My pick: Merrow Harbinger.
Booster #8, take 2:
Axegrinder Giant, Lignify, Silvergill Dowser, Inkfathom Divers, Boggart Birth Rite, Ingot Chewer, Final Revels, foil Island.
You may not believe it, but I actually do pay attention to all the comments you readers leave on each of my articles. And one of the observations I noticed was how undervalued Silvergill Dowser was in our playgroup. After a little thought on the subject, I decided to give your wild-fangled ideas a try.
(And man...you guys weren't kidding! But more on that later.)
My pick: Silvergill Dowser.
Booster #9, take 2:
Sentinels of Glen Elendra, Smokebraider, Skeletal Changeling, Aquitect's Will, Blind-Spot Giant, Boggart Shenanigans, Ego Erasure.
Although it's not a Merfolk, a 2/3 flier with flash can still be a pretty significant creature.
My pick: Sentinels of Glen Elendra.
Booster #10, take 2:
Sentinels of Glen Elendra, Stinkdrinker Daredevil, Oaken Brawler, Goldmeadow Dodger, Faerie Trickery, Goldmeadow Stalwart.
My pick: Sentinels of Glen Elendra.
I get the high, wobbly chair.
Spring Cleaning, Blind-Spot Giant, Boggart Birth Rite, Rebellion of the Flamekin, Axegrinder Giant.
Nothing in color here, so I just picked the card I least wanted to see targeting my Oblivion Ring.
My pick: Spring Cleaning.
Booster #7, take 3:
Inner-Flame Acolyte, Boggart Sprite-Chaser, Tideshaper Mystic, Broken Ambitions.
My pick: Broken Ambitions.
Booster #8, take 3:
Inkfathom Divers, Ingot Chewer, foil Island.
My pick: Inkfathom Divers.
Booster #9, take 3:
Smokebraider, Blind-Spot Giant.
I doubt anyone's powering out any Elementals in our group, but you never can be too sure.
My pick: Smokebraider.
Booster #10, take 3:
Stinkdrinker Daredevil.
All right! We made it through that round without any mishaps, and my cardpool was shaping up rather nicely. Onto the Morningtide.
Booster #11, take 1:
Burrenton Shield-Bearers, Shard Volley, Elvish Warrior, Dewdrop Spy, Earthbrawn, Kithkin Zephyrnaut, Pulling Teeth, Mosquito Guard, Floodchaser, Morsel Theft, Luminescent Rain, Stinkdrinker Bandit, Veteran's Armaments, Redeem the Lost, Borderland Behemoth.
Let me begin by saying just how much our playgroup enjoyed the new cards in Morningtide. There are some retarded cards in the expansion (which I'm sure you already knew)! Since I hadn't taken much more than a glance at the spoiler myself before this point, I enjoyed the "new cards" experience as much as my friends.
That being said, this first Morningtide booster was a tough choice for me; I eventually drafted the Veteran's Armaments. My logic was that even though I wasn't using Soldiers, an equipment which can a) boost a flying attacker of mine for extra damage or b) boost a single defender of mine against an oncoming horde was probably worth maindecking.
(I was also very interested in the Floodchaser, but I knew no one else was drafting Blue. I'd be seeing it again, whereas I couldn't guarantee the same for the Armaments.)
My pick: Veteran's Armaments.
Booster #12, take 1:
Fertilid, Ballyrush Banneret, Brightheath Banneret, Squeaking Pie Grubfellows, Reins of the Vinesteed, Burrenton Bombardier, Merrow Witsniper, Morsel Theft, Stingmoggie, Lys Alana Bowmaster, Stonybrook Schoolmaster, Cenn's Tactician, Thieves' Fortune, Heritage Druid.
(I remember at one point we had a discussion on just how atrocious some of the cards names in the Lorwyn block are. Stingmoggie? Squeaking Pie Grubfellows? I mean, seriously...who comes up with these things?)
The choice here appears rather straight-forward, considering what we've drafted so far.
My pick: Stonybrook Schoolmaster.
Booster #13, take 1:
Seething Pathblazer, Final-Sting Faerie, Latchkey Faerie, Lunk Errant, Ink Dissolver, Coordinated Barrage, Merrow Witsniper, Blightsoil Druid, Kindled Fury, Diviner's Wand, Wandering Graybeard, Daily Regimen, Battletide Alchemist.
This was one of those choices where politics comes into play. Ink Dissolver certainly seems powerful enough in a dedicated Merfolk/Wizard deck, but all it's really going to accomplish is drawing massive hate and likely death. I stayed the heck away from it.
Merfolk Witsniper, on the other hand, was too underpowered. I understand it's a Harbinger-hoser, but I'm not keeping a potential blocker in my hand just for that one moment I can screw a single opponent out of 4. I'm dropping my creatures as quickly as is practical. Hence, this was another card I stayed away from.
Out of the remainders, Coordinated Barrage and Daily Regimen looked promising, but my final choice was the Diviner's Wand. For one, it fit in already with my deck's growing Merfolk theme; and second, it gave a way to draw extra cards at the end of opponents' turns.
My pick: Diviner's Wand.
Booster #14, take 1:
Distant Melody, Order of the Golden Cricket, Sunflare Shaman, Weed-Pruner Poplar, Stream of Unconsciousness, Merrow Witsniper, Morsel Theft, Stingmoggie, Lys Alana Bowmaster, Hunting Triad, Meadowboon, Ink Dissolver.
I obviously wasn't paying too much attention to this pack, or I'd have hate-drafted the Weed-Pruner Poplar on the spot. It offers far too much free spot removal for this format, and at a rather-reasonable cost. But I made a mistake.
Among the remaining choices, Distant Melody was promising, but I wasn't excited about paying

for a spell dependent on the number of blockers I could keep in play. I eventually chose Meadowboon because, well, it was a decent block with a useful ability.My pick: Meadowboon.
Booster #15, take 1:
Latchkey Faerie, Winnower Patrol, Seething Pathblazer, Burrenton Shield-Bearers, Mothdust Changeling, Blightsoil Druid, Mudbutton Clanger, Deglamer, Swell of Courage, Sage's Dousing, Sigil Tracer.
I don't think this pick was a mistake at all. Again, we see just how open Blue is this draft, since Sigil Tracer's ability is more than just "useful," especially with five players tossing spells around.
My pick: Sigil Tracer.
Booster #11, take 2:
Burrenton Shield-Bearers, Shard Volley, Elvish Warrior, Dewdrop Spy, Kithkin Zephyrnaut, Pulling Teeth, Mosquito Guard, Floodchaser, Stinkdrinker Bandit, Redeem the Lost.
My first choice would have been the Floodchaser. A 6/6 for

, even if it can't attack for free, is still pretty efficient for a non-Green spell. However, after thought, I remembered that no one was drafting Blue. Meaning I should probably pick up a few key spells in my other color (White) before they disappeared. I was pretty confident the Floodchaser will make it all the way back around.(Seriously, that's half the fun of a small-person draft--knowing your friends well enough to guess what they'll grab at, what they'll pass...and what might come all the way back around to you. It adds a new element to reading signals you won't find in a competitive 8-person draft.)
My pick: Redeem the Lost.
Bobbi, Tom's wife, must really love him if she'll let
him drag her to watch silly, nerdy games.
Ballyrush Banneret, Brightheath Banneret, Squeaking Pie Grubfellows, Burrenton Bombardier, Merrow Witsniper, Morsel Theft, Stingmoggie, Thieves' Fortune, Heritage Druid.
It's not a creature, but it's useful enough that it might make the main deck anyway. And I have a few fliers to get the prowl cost.
My pick: Thieves' Fortune.
Booster #13, take 2:
Seething Pathblazer, Latchkey Faerie, Ink Dissolver, Coordinated Barrage, Merrow Witsniper, Blightsoil Druid, Daily Regimen, Battletide Alchemist.
Apparently, no one is drafting Clerics either.
My pick: Latchkey Faerie.
Booster #14, take 2:
Distant Melody, Sunflare Shaman, Stream of Unconsciousness, Merrow Witsniper, Morsel Theft, Stingmoggie, Ink Dissolver.
Not a bad backup here for the Silvergill Dowser.
My pick: Stream of Unconsciousness.
Booster #15, take 2:
Winnower Patrol, Seething Pathblazer, Burrenton Shield-Bearers, Mothdust Changeling, Mudbutton Clanger, Sage's Dousing.
Mothdust Changeling is a perfect addition to my nearly-completed deck. Not only is it a Merfolk and a Wizard for such cards as Diviner's Wand, but it has free synergy with Wellgabber Apothecary, Stonybrook Schoolmaster, Judge of Currents, and Fallowsage.
My pick: Mothdust Changeling.
Kyle and I review a new card.
Burrenton Shield-Bearers, Dewdrop Spy, Pulling Teeth, Mosquito Guard, Floodchaser.
What did I tell you! This way, I net both good Blue and good White cards, instead of just a good Blue card and White dregs.
My pick: Floodchaser.
Booster #12, take 3:
Burrenton Bombardier, Merrow Witsniper, Morsel Theft, Stingmoggie.
I am not taking the Witsniper.
My pick: Burrenton Bombardier.
Booster #13, take 3:
Ink Dissolver, Merrow Witsniper, Daily Regimen.
Okay, fine. The Ink Dissolver is worse in FFA anyway.
My pick: Merrow Witsniper.
Booster #14, take 3:
Merrow Witsniper, Ink Dissolver.
Ugh.
My pick: Merrow Witsniper.
Booster #15, take 2:
Seething Pathblazer.
And our drafting is done! Let's see what our friends put together.
DA DECKS:
Here are all five of our finished decks, as we played them (presented in clockwise order, starting with Tom).
Some nice beef, but could Tom draw it
in time?
| Tom's Wr Kithkin/Giants (60 cards) | |||
|---|---|---|---|
| White: 1 Purity 1 Cloudgoat Ranger 1 Swell of Courage 1 Changeling Hero 1 Soaring Hope 2 Burrenton Shield-Bearers 1 Wandering Graybeard 1 Hillcomber Giant 2 Neck Snap 1 Kithkin Harbinger 1 Kithkin Zephyrnaut 1 Wizened Cenn 1 | |||



