MM2: GP Las Vegas sealed pool (made day 2!!)

Here’s my sealed pool from day 1 of GP Las Vegas. It was a difficult pool to build, and I’m not certain I built it correctly, but I managed to go 5-0 after starting 2-2, so I made day 2!! How would you have built this pool? (The pool is also posted on TappedOut if you find that easier to work with.) I’ll post my build in the comments section later this week.

2 Blinkmoth Nexus
Darksteel Citadel
Gruul Turf
Rakdos Carnarium

2 Alloy Myr
Chimeric Mass
Culling Dais
Glint-Hawk Idol
Myr Enforcer
Rusted Relic
Skyreach Manta
Tumble Magnet
Wayfarer’s Bauble

Hikari, Twilight Guardian
Kami of Ancient Law
Otherworldly Journey
2 Raise the Alarm
2 Sunlance
2 Sunspear Shikari
Waxmane Baku

2 Aethersnipe
Helium Squirter
Somber Hoverguard
Stoic Rebuttal
Telling Time
2 Tezzeret’s Gambit
2 Thoughtcast
Vigean Graftmage

Bloodthrone Vampire
Daggerclaw Imp
Duskhunter Bat
Ghostly Changeling
Grim Affliction
Instill Infection
Nameless Inversion
Scavenger Drake
Scuttling Death
Sign in Blood
Spread the Sickness
Surgical Extraction
Thief of Hope
2 Vampire Lacerator

2 Blades of Velis Vel
Burst Lightning
Comet Storm
Fiery Fall
Goblin Fireslinger
2 Goblin War Paint
Gut Shot
Inner-Flame Igniter
Skarrgan Firebird
Smash to Smithereens
Tribal Flames

2 Aquastrand Spider
Gnarlid Pack
Kavu Primarch
Kozilek’s Predator
Matca Rioters
Pelakka Wurm
Rampant Growth
Scatter the Seeds
Scion of the Wild
3 Thrive
Vines of Vastwood

Boros Swiftblade
Plaxcaster Frogling

Ashenmoor Gouger
Hearthfire Hobgoblin
Selesnya Guildmage

3 Responses to MM2: GP Las Vegas sealed pool (made day 2!!)

  1. jay says:

    Congrats on Day 2! I played you when you were 2-2, and you gave me this link to check out.

  2. sameer says:

    I ended up building a G/U/r/b proliferate deck from this pool. Green and blue had good creatures, including several with graft. Black had 2 removal spells with proliferate, which combos well with graft. And red had 4 more removal spells, including Comet Storm (which is RR but also wins games), as well as the bouncelands to enable a second splash color.

    Creatures (13):
    – 2cc: Thrummingbird, 2 Aquastrand Spider, Gnarlid Pack
    – 3cc: Plaxcaster Frogling, Vigean Graftmage, Kavu Primarch
    – 4cc: Chimeric Mass
    – 5cc: Helium Squirter, Mulldrifter, Skyreach Manta
    – 6cc: 2 AEthersnipe

    Non-creatures (11):
    – 1cc: Wayfarer’s Bauble, Vines of Vastwood, Burst Lightning
    – 2cc: Rampant Growth, Tribal Flames
    – 3cc: 2 Tezzeret’s Gambit, Grim Affliction
    – 4cc: –
    – 5cc: Spread the Sickness
    – 6cc: Fiery Fall, Comet Storm

    Lands (16): Gruul Turf, Rakdos Carnarium, 6 Forests, 5 Islands, 2 Mountains, 1 Swamp

    7 of the creatures usually have +1/+1 or charge counters, and another 2 have +1/+1 counters if the kicker is paid. This combos quite well with the 5 proliferate effects and the abilities that can be granted by creatures with graft. (Note that Chimeric Mass has charge counters, not +1/+1 counters, so it cannot be granted these abilities.)

    Here’s what I would do differently if I were building the pool today:
    – While a 7/7 Kavu Primarch did win me a game or 2, it was usually a 3/3 that had little impact on the board. It rarely had +1/+1 counters, so it didn’t usually interact with my graft creatures or proliferate effects. I should have played an Alloy Myr instead to help fix my colors, accelerate me into my powerful 5/6-drops, and occasionally enable a 5/5 Skyreach Manta.
    – Almost everyone I showed my deck to thought I should have played Selesnya Guildmage, usually in place of the Vigean Graftmage. I was actually quite happy with the Graftmage; it was often a 3/3 or a 4/4 due to the proliferate effects, and the threat of activation was often sufficient to deter my opponent from attacking. Selesnya Guildmage is amazing but I only had 8 green sources in my deck, and the only way I could play it on turn 2 was if I drew 2 of my 6 Forests. However, if I already had an Alloy Myr in the deck, then I’d be more willing to replace a Gnarlid Pack and a Forest with the Guildmage and a Plains. Both are early-game bears (though the Guildmage is more difficult to cast on turn 2) that can be a lot more in the late game, but the Guildmage is far superior in those situations. And the Plains also improves Tribal Flames and Skyreach Manta.

    A few people also thought that I should have played Pelakka Wurm. While that card can be a beating, I already had a number of expensive cards in my deck, and also had doubts about my deck’s ability to produce GGG.

    I went 7-2 with this deck, although 1 of my losses was due to a misplay where I got greedy and was blown out by a maindeck Smash to Smithereens followed by a Sigil Blessing that combined to bring me from a comfortable 14 life down to 3.

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