The deckbuilding and the rounds are all contained in the one video below. I've decided to record the replays of the matches rather than the live match. I feel like this will condense the length of the videos and eliminate boring stretches and dead air. It also removes my ability to blame play errors on talking and playing at the same time :).
One of the main advantages of supplementing the videos with a blog is that it gives me an outlet for all the random ramblings rumbling around my ahead without cluttering up the videos too much (and without eating too much of the time on my clock!). So here goes:
In terms of deckbuilding I think I want to elaborate on my approach. Basically, due to the high number of playable artifacts, the deckbuilding process can get really cluttered by the vast number of available builds and the excessive number of playables within those builds. The large number of playable artifacts also means that you can almost always play your bombs regardless of how deep their corresponding colors are. So, in order to simplify the deckbuilding process I start by ignoring everything other than bombs and high quality removal(note that I would include volition reigns and corrupted conscience as bombs, as well as maybe a few other uncommons). So, while I'll likely be happy to play small but efficient flyers, solid midrange/utility creatures or big fatties if they're on color with my bombs and removal, I won't allow them to pull me towards playing their color. The logic is that other than bombs and removal, the rest is usually replaceable by similar cards in your other colors and artifacts, even if they are a bit worse. I think the payoff is usually going to be far greater if you build the deck to maximize the quality of the top 4-5 cards rather than the quality of the average random creature, partially because of the larger than normal discrepency in the power level of the bombs and the rest of the set. Of course, this all falls apart when you don't open any bombs. And I'm sure once in awhile you'll just open a completely nuts aggro deck (or aggro infect) with all the right tools where it might be ok to ignore a bomb or two. But I think that this is at least a good way of approaching most pools and ensuring you end up with at least a serviceable deck within the time limit, especially for those of us new to the format.
- I think I should've cut myr galvanizer for either dross ripper or flayer husk. Most likely the flayer husk since I was already pretty heavy on the 4-drops. It just didn't do anything without propagator, whereas flayer husk at least provides some extra game after it chump block, and dross ripper is an actual relevant creature by itself. Playing a vanilla 2/2 (or smaller) that does pretty much nothing else seems pretty awful in this format. All in all, the change is pretty marginal, and I think I'm happy with how I built the deck.
-I don't know why, since it never really turned out to be that relevant, but it felt really good to cast pierce strider. I have a feeling I'll be drafting that card a lot higher than I should.
-I'm sure Into the Core will be the cause of many blowouts over the next little while, but as we saw here, there will also be times where you just wish it was a shatter. I think I will stop dreaming of the gigantic blowout every time I draw it, and be a lot more willing to play it when there is at least one reasonable target + any other artifact on the other side of the table. It ended up in my hand as I died twice, when there were opportunities to have played it that, as it turned out, would have prevented me from dying! Also, I'm going to have to remember to play around it when I can do so easily. Hint: You don't HAVE to play Sphere of the Suns when you have more mana than you will ever know what to do with and no splashes!