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Dc-10 Rotisserie Draft

By Zanman on 11/18/2014 Category: Forum>Magic: the Gathering>Articles>Limited Play
DC-10 Rotisserie Draft

By Jeff Zandi

You know you have a really good friend when they do the hard work of staying good friends even when they are separated from you by great distances. Six months ago, my good friend and teammate Joe Klopchic moved to Seattle to work for one of the big internet companies that currently rule the world. He’s enjoying the work, likes the money, and doesn’t mind the rain. However, he misses hanging around with his Guildmage teammates on Tuesday nights. He’s already managed to pop back into town a couple of times since he moved away. He’s staying involved. Joe is one of the few guys on earth who shares my love for weird Magic formats. In particular, he’s a big fan of DC-10. He plays it almost as much as I do. However, Joe has never been a big fan of my house rules for DC-10. He doesn’t love my arbitrarily large amount of mana that I provide for each player, and he really doesn’t like how often running out of cards makes you lose the game. Joe recently challenged me to a new way to play DC-10. He calls it DC-10 Rotisserie Draft.

How it Works

For this game, Joe has created a pool of 108 Khans of Tarkir cards. The pool contains some duplicates. The pool contains mostly commons with some uncommons but absolutely no rares or mythics. In DC-10, players usually open booster packs and those previously unknown contents become the libraries for the players. In DC-10 Rotisserie Draft, players take turns picking cards from a preconceived card pool. Joe tells me I can have the choice to either pick first or second. I tell him that I will pick second. Joe will take the first card, then I will choose two cards, then Joe will pick two more cards and so on until I take a single card with my last pick so that each of us have exactly fifteen cards. From that point forward, we simply DC-10 games with the two packs that we created with our picks.

But there’s a catch, I have to agree to play by Joe’s DC-10 rules. There is no virtual mana in Joe’s version. A player can play any spell for free. If a spell has X, or another variable mana value in it, the limit for X is five. You can activate any permanent once per turn if it costs five or more mana to activate. If a permanent requires two mana to activate it you may activate it twice a turn. If a permanent requires only one mana to activate it you may activate it up to five times in a turn. Drawing a card from an empty library does not make a player lose the game. Players with empty libraries are simply unable to draw a card but still get their turns.

While Joe plays DC-10 all the time with friends using his DC-10 rules, neither of us have tried this rotisserie draft technique for creating our decks.

The Pool

The pool consists of 108 commons and uncommons randomly selected from Khans of Tarkir

DC-10 Rotisserie Draft Pool

Author:
Zanman
Forum Tag:
[mtgdeck]171189[/mtgdeck]
Type:
None
Cards:
108
Format:
Casual
Rating:
0.0 (0 votes)
Cost:
$9.44
Views:
1299
Deck List
24Black
17Blue
15Gold
18Green
2Land
17Red
15White
magic card



The Draft

Joe KlopchicDutiful Return
Jeff ZandiMardu Roughrider and Dead Drop
JoeRiverwheel Aerialists and Warden of the Eye
ZanWaterwhirl and Venerable Lammasu
JoeMurderous Cut and Smite the Monstrous
ZanSmite the Monstrous and Savage Punch
JoeSmite the Monstrous and Woolly Loxodon
ZanWoolly Loxodon and Sultai Flayer
JoePonyback Brigade and Bear’s Companion
ZanBecome Immense and Savage Punch
JoeForce Away and Disdainful Stroke
ZanEfreet Weaponmaster and Efreet Weaponmaster
JoeMardu Charm and Kin-Tree Warden
ZanAbzan Guide and Abzan Guide
JoeMistfire Weaver and War Behemoth
ZanFeat of Resistance

It took us about fifteen minutes to complete the draft. We drafted the cards by chatting back and forth on Facebook. I then took the two packs and practiced with them many, many times. Not only did I want to get familiar with all the possible card interactions, but I also needed to get used to Joe’s different rules for DC-10. I told Joe that I would play one hundred test games before I recorded the play-by-play of a best-of-seven games match. As a matter of fact, I played exactly fifty practice games. Of those fifty games, played in ten game chunks, Joe won 33 and I won 17. I never won a majority of games in any ten game set, but I did win four games in three of the ten game sets.

Joe’s first pick was a good one, Dutiful Return figured greatly into most of Joe’s wins. Dutiful Return innately represents card advantage because it is ONE card that brings TWO cards back from the graveyard. Joe increases the card advantage, or creates additional virtual card advantage, when Joe brings back cards from his graveyard like Ponyback Brigade, Bear’s Companion and especially Warden of the Eye. The combination of Warden of the Eye and Dutiful Return is hard to stop. Joe plays Dutiful Return and gets two creatures back from his graveyard, plays those creatures. Later, he plays Warden of the Eye and gets back Dutiful Return from his graveyard. Once this happens, Joe WANTS to block with Warden of the Eye because he can replay Dutiful Return to get back Warden of the Eye and some other creature from his graveyard. Joe says this was his plan from the start, which makes sense because Dutiful Return was his first pick overall and he chose Warden of the Eye immediately thereafter.

It would not be accurate that I had any kind of plan. The closest thing to a plan that I had was to draft big monsters. I didn’t see a lot of card advantage available, so I started with a great monster with an evasion ability in Mardu Roughrider and a card advantage removal spell with Dead Drop. I would learn later that Joe could easily offset the devastation of Dead Drop by flipping over Ponyback Brigade to make three Goblin tokens. It was GOOD that my two copies of Savage Punch combined nicely with the seven creatures in my pack with powers of four or greater. It was BAD that Savage Punch, an instant, could so often be thwarted by Joe’s four instant-speed removal spells as well as by the soft removal of Force Away. Joe’s deck gets so many two-for-ones by bouncing or killing the creature that I target with Savage Punch. Since I’ve mentioned Force Away, I might as well share the greatest combo in Joe’s pack, one that my son Lawson saw before either I or Joe did. With Riverwheel Aerialists in play, Joe can play Force Away to bounce Warden of the Eye from the battlefield back to his hand, and then replay Warden of the Eye to get back the Force Away from the graveyard. Each iteration triggers prowess on Riverwheel Aerialists. In my house rules for DC-10, each player has exactly twenty mana available each turn for play. Unfortunately for me, we’re using Joe’s rules. His system says that you can always play a spell without worrying about its mana cost, so Joe can play Force Away-Warden of the Eye fifteen times on turn three so that he can attack one time with Riverwheel Aerialists and deal twenty damage.

Joe has the combos but I have the better group of creatures. I picked up the two Efreet Weaponmasters with one pair of picks, the two Abzan Guides with another pair of picks. These four creatures alone gave my pack the ability to fly under my opponent’s radar at times. Along with Woolly Loxodon, my morph creatures had the advantage of hitting the battlefield face down to avoid being countered by Disdainful Stroke, if nothing else. Joe counters with extremely defensive morphs such as Kin-Tree Warden and War Behemoth, along with his own Woolly Loxodon.

As far as evasion goes, Joe had the very large Riverwheel Aerialists as well as the small but tricky Mistfire Weaver. I had the Dragon-like Venerable Lammasu and the targeted evasion of Mardu Roughrider. It’s no surprise that the Roughrider was the most targeted creature in my pack.

I’m not going to tell you that I prefer Joe’s DC-10 rules to my own, but I certainly do respect the way that his rules change the game. It’s interesting, not broken, that he can achieve combos that can create an endless number of prowess triggers with Force Away and Warden of the Eye. It’s also interesting that, in the event that you run out of cards in your library, you can still finish the game in many cases.

The great discovery in this DC-10 adventure is not the comparative strengths and weaknesses of different house rules. The great discovery is how fun it is to draft a DC-10 pack instead of simply opening a booster and playing with whatever you find inside. For this first rotisserie draft experiment, Joe was very careful to leave out the rares and to leave out card draw effects. Joe’s card pool created a chess match out of a normally extremely random format. However, there’s just no controlling DC-10. The ability to make extremely big plays on turn one make DC-10 different than any other form of Magic. Joe would open a game with Warden of the Eye as his first pick and never find a spell to return to his hand. There were games where each of us drew only instants and sorceries for the first four turns. DC-10 distills the value of Magic cards very quickly to big monsters and things that kill big monsters.

After playing fifty practice games, I had a pretty good feel for the two packs. What follows is a best-of-seven games match featuring the complete play-by-play of each game. Joe explained the different ways we could play this match remotely. I told him that after practicing with the two packs, I was confident that his pack’s overall supremacy would show through even when manipulated by my crude hands and my limited brain. Here it is, the evidence of our first DC-10 rotisserie draft. I hope you enjoy it.

GAME ONE
T1 Joe draws and plays Woolly Loxodon face down.
T1 Zanman draws Savage Punch.
T2 Joe draws Riverwheel Aerialists, attacks with face down creature, flips Woolly Loxodon face up (14-20), plays Riverwheel Aerialists.
T2 Zanman draws and plays Efreet Weaponmaster, plays Savage Punch targeting Weaponmaster, Weaponmaster gains +2/+2 until end of turn and fights Riverwheel Aerialists.
T3 Joe draws Mistfire Weaver, attacks with Loxodon (8-20), plays Weaver face down.
T3 Zanman draws and plays Efreet Weaponmaster face down, attacks with previous copy of Weaponmaster, when it is unblocked Zanman flips up the new Weaponmaster targeting the old copy of Weaponmaster (8-13).
T4 Joe draws Warden of the Eye, flips up Mistfire Weaver, attacks with Loxodon and Weaver, Loxodon blocked by Efreet Weaponmaster (5-13).
T4 Zanman draws and plays Mardu Roughrider.
T5 Joe draws and plays Kin-Tree Warden face down, attacks with Loxodon and Weaver, Loxodon blocked by Roughrider and Weaponmaster, Loxodon deals damage first to Roughrider (2-13).
T5 Zanman draws and plays Savage Punch targeting Efreet Weaponmaster, Weaponmaster gets +2/+2 until end of turn and then fights Mistfire Weaver.
T6 Joe draws and plays Murderous Cut targeting Efreet Weaponmaster, attacks with Loxodon and face down creature (-6 -13), Joe reveals face down creature as Kin-Tree Warden.
JOE WINS GAME ONE ON TURN 6, LEADS MATCH 1-0

GAME TWO
T1 Zanman draws and plays Efreet Weaponmaster face down.
T1 Joe draws and plays Ponyback Brigade face down.
T2 Zanman draws and plays Efreet Weaponmaster face down, attacks with the first face down creature (20-18).
T2 Joe draws and plays War Behemoth face down.
T3 Zanman draws and plays Mardu Roughrider.
T3 Joe draws Mardu Charm.
T4 Zanman draws Venerable Lammasu, declares attack, Joe plays Mardu Charm targeting and killing Mardu Roughrider, Zanman attacks with two face down creatures, Zanman’s first face down is blocked by Joe’s first face down and Zanman’s second face down is blocked by Joe’s second face down creature, Zanman flips the first face down creature which is Efreet Weaponmaster targeting Zanman’s other attacking creature, Zanman flips the second Efreet Weaponmaster face up targeting the first Weaponmaster, Joe flips up Ponyback Brigade putting three 1/1 red Goblin creature tokens onto the battlefield, Joe flips up War Behemoth, Behemoth and Brigade die, Zanman plays Venerable Lammasu.
T4 Joe draws Force Away.
T5 Zanman draws Become Immense, attacks with both Weaponmasters and Venerable Lammasu, Joe plays Force Away targeting Lammasu, each Weaponmaster is blocked by a Goblin token, Zanman plays Venerable Lammasu.
T5 Joe draws and plays Riverwheel Aerialists.
T6 Zanman draws and plays Sultai Flayer, attacks with Lammasu and both Weaponmasters, Goblin token blocks Weaponmaster, Aerialists blocks Lammasu, Zanman plays Become Immense targeting Venerable Lammasu (20-16).
T6 Joe draws and plays Mistfire Weaver face down.
T7 Zanman draws and plays Savage Punch targeting Venerable Lammasu, Lammasu gets +2/+2 until end of turn and then fights Joe’s face down creature, Mistfire Weaver is revealed when it dies, Zanman attacks with Lammasu and Flayer and both Weaponmasters (20- -2).
ZANMAN WINS GAME TWO ON TURN 7, TIES MATCH 1-1

GAME THREE
T1 Joe draws Force Away.
T1 Zanman draws Savage Punch.
T2 Joe draws and plays Mistfire Weaver face down.
T2 Zanman draws Savage Punch.
T3 Joe draws and plays Kin-Tree Warden face down, flips Mistfire Weaver and attacks with Weaver (17-20).
T3 Zanman draws Become Immense.
T4 Joe draws and plays Woolly Loxodon face down, attacks with Weaver and first face down creature (12-20).
T4 Zanman draws and plays Venerable Lammasu, plays Savage Punch targeting Lammasu and Mistfire Weaver, Joe responds playing Force Away targeting Venerable Lammasu, Zanman plays Lammasu, plays Savage Punch targeting Lammasu and Mistfire Weaver.
T5 Joe draws Disdainful Stroke, attacks with two face down creatures, Lammasu blocks the first face down creature, Joe flips up the first face down which is Kin-Tree Warden, regenerates the Warden, flips up Woolly Loxodon (6-20).
T5 Zanman draws and plays Sultai Flayer, attacks with Lammasu (6-15).
T6 Joe draws Dutiful Return, attacks with Loxodon blocked by Flayer, Zanman plays Become Immense targeting Flayer, Joe responds playing Disdainful Stroke targeting and countering Become Immense, Flayer triggers when it dies (10-15).
T6 Zanman draws and plays Abzan Guide face down, attacks with Lammasu (10-10).
T7 Joe draws Warden of the Eye, attacks with Loxodon (4-10), plays Dutiful Return returning Mistfire Weaver to his hand from the graveyard, plays Mistfire Weaver, plays Warden of the Eye returning Force Away to his hand from the graveyard.
T7 Zanman draws Feat of Resistance, attacks with Lammasu (4-5).
T8 Joe draws Smite the Monstrous, attacks with Loxodon and Warden of the Eye and Mistfire Weaver, face down creature blocks Loxodon, Zanman flips up Abzan Guide, Joe plays Smite the Monstrous targeting Abzan Guide, Zanman responds playing Feat of Resistance targeting and giving Abzan Guide protection from white until end of turn and a +1/+1 counter, Joe responds playing Force Away targeting and bouncing Abzan Guide (-2 -5).
JOE WINS GAME THREE ON TURN 8, LEADS MATCH 2-1

GAME FOUR
T1 Zanman draws and plays Abzan Guide face down.
T1 Joe draws Dutiful Return.
T2 Zanman draws and plays Efreet Weaponmaster face down, attacks with and flips up Abzan Guide (24-16).
T2 Joe draws and plays Riverwheel Aerialists.
T3 Zanman draws and plays Efreet Weaponmaster face down, attacks with the first face down creature and Abzan Guide (28-10).
T3 Joe draws Murderous Cut.
T4 Zanman draws and plays Smite the Monstrous targeting Riverwheel Aerialists, attacks with Abzan Guide and two face down creatures, Joe plays Murderous Cut targeting Abzan Guide, Zanman flips up two Efreet Weaponmasters, each Weaponmaster targets the other Weaponmaster (28- -4).
ZANMAN WINS GAME FOUR ON TURN 4, TIES MATCH 2-2

GAME FIVE
T1 Joe keeps Warden of the Eye.
T1 Zanman draws and plays Abzan Guide face down.
T2 Joe draws Dutiful Return, plays Warden of the Eye.
T2 Zanman draws Waterwhirl, attacks with face down creature blocked by Warden of the Eye, Zanman flips Abzan Guide face up (24-20).
T3 Joe draws Smite the Monstrous.
T3 Zanman draws and plays Woolly Loxodon face down, attacks with Abzan Guide, Joe plays Smite the Monstrous targeting Abzan Guide, Zanman responds playing Waterwhirl returning Abzan Guide to his hand, plays Abzan Guide face down.
T4 Joe draws Force Away.
T4 Zanman draws Smite the Monstrous, attacks with both face down creatures, flips up Woolly Loxodon and Abzan Guide (28-10).
T5 Joe draws and plays Ponyback Brigade face down.
T5 Zanman draws and plays Savage Punch targeting Woolly Loxodon and the face down creature, Joe responds flipping up Ponyback Brigade putting three 1/1 red Goblin creature tokens onto the battlefield, attacks with Loxodon and Guide, each is blocked by a Goblin token (32-10).
T6 Joe draws Woolly Loxodon, plays Dutiful Return returning Warden of the Eye and Ponyback Brigade to Joe’s hand from his graveyard, plays Woolly Loxodon face down, plays Ponyback Brigade face down, plays Warden of the Eye returning Dutiful Return to his hand from the graveyard.
T6 Zanman draws and plays Mardu Roughrider, attacks with Loxodon, Joe flips up Ponyback Brigade putting three Goblin tokens onto the battlefield, Goblin token blocks Loxodon.
T7 Joe draws and plays Smite the Monstrous targeting Mardu Roughrider, attacks with face down creature, when unblocked Joe flips up Woolly Loxodon, Zanman plays Smite the Monstrous targeting the attacking Loxodon, Joe plays Force Away bouncing the Loxodon back to his hand, plays Loxodon face down.
T7 Zanman draws and plays Abzan Guide face down.
T8 Joe draws and plays Mistfire Weaver face down.
T8 Zanman draws and plays Savage Punch targeting Woolly Loxodon and Joe’s face down creature, Joe reveals it the face down creature to be Woolly Loxodon when it dies, Zanman attacks with Loxodon blocked by a Goblin token.
T9 Joe draws Disdainful Stroke, flips up Mistfire Weaver, attacks with Weaver (29-10).
T9 Zanman draws and plays Sultai Flayer, Joe responds playing Disdainful Stroke targeting and countering Sultai Flayer, attacks with Loxodon and Abzan Guide and face down creature, Joe blocks Loxodon with Warden and Brigade and both Goblin tokens, Zanman chooses to damage Warden then Brigade then one of the Goblin tokens, Zanman flips up the second Abzan Guide (37-2).
T10 Joe draws Mardu Charm, attacks with Weaver (34-2), plays Dutiful Return returning Ponyback Brigade and Warden of the Eye to his hand from the graveyard, plays Ponyback Brigade face down, plays Warden of the Eye returning Dutiful Return to his hand from the graveyard.
T10 Zanman draws Feat of Resistance, attacks with both Abzan Guides, one Guide blocked by Warden of the Eye and a Goblin token, the other Guide is blocked by the face down creature, Joe flips up Ponyback Brigade putting three Goblin tokens onto the battlefield (38-2).
T11 Joe draws Murderous Cut, attacks with Weaver and three Goblin tokens (32-2), plays Dutiful Return returning Ponyback Brigade and Warden of the Eye to his hand from the graveyard, plays Warden returning Dutiful Return to his hand from the graveyard, plays Ponyback Brigade face down.
T11 Zanman draws Become Immense, attacks with Abzan Guide, Joe plays Mardu Charm targeting Guide, Zanman responds playing Become Immense targeting Abzan Guide, Joe responds playing Murderous Cut targeting Abzan Guide, Zanman responds playing Feat of Resistance targeting Abzan Guide giving it protection from black until end of turn and a +1/+1 counter, Joe flips up Ponyback Brigade putting three Goblin tokens onto the battlefield, Guide blocked by Warden (43-2).
T12 Joe draws and plays Kin-Tree Warden face down, attacks with Mistfire Weaver and Ponyback Brigade and six Goblin tokens (32-2), plays Dutiful Return returning Woolly Loxodon and Warden of the Eye to his hand from the graveyard, plays Woolly Loxodon face down, plays Warden of the Eye returning Murderous Cut to his hand from the graveyard, plays Murderous Cut targeting Abzan Guide.
T12 Zanman draws and plays Dead Drop, Joe sacrifices two Goblin tokens.
T13 Joe draws and plays Bear’s Companion putting a 4/4 green Bear creature token onto the battlefield, attacks with four Goblin tokens and Mistfire Weaver and Warden of the Eye and two face down creatures and Ponyback Brigade, flips up Woolly Loxodon (12-2).
T13 Zanman draws and plays Venerable Lammasu.
T14 Joe draws War Behemoth, attacks with four Goblin tokens and Weaver and Warden and face down creature and Brigade and Bear token and Loxodon, Lammasu blocks Loxodon (-6 -2), Joe reveals his face down creature as Kin-Tree Warden.
JOE WINS GAME FIVE ON TURN 14, LEADS MATCH 3-2

GAME SIX
T1 Zanman draws and plays Efreet Weaponmaster.
T1 Joe draws Warden of the Eye.
T2 Zanman draws Smite the Monstrous, attacks with face down creature (20-18).
T2 Joe draws and plays Mistfire Weaver face down.
T3 Zanman draws and plays Efreet Weaponmaster, attacks with first face down creature (20-16).
T3 Joe draws and plays Woolly Loxodon face down, flips up Mistfire Weaver, attacks with Weaver (17-16).
T4 Zanman draws and plays Abzan Guide face down, attacks with first two face down creatures, face down creature blocks second face down creature, Zanman flips second face down creature which is Efreet Weaponmaster giving +3/+0 to his first face down creature until end of turn, Zanman flips up the first face down which is also a Weaponmaster, this one targets the other Weaponmaster, Joe flips up Woolly Loxodon when it dies to first strike damage (17-9).
T4 Joe draws Disdainful Stroke.
T5 Zanman draws Feat of Resistance, attacks with both Weaponmasters and a face down creature, Weaver blocks face down creature, Zanman flips up Abzan Guide (21-1).
T5 Joe draws and plays Murderous Cut targeting Abzan Guide, plays Warden of the Eye returning Murderous Cut to his hand from the graveyard.
T6 Zanman draws and plays Sultai Flayer, Joe responds playing Disdainful Stroke targeting and countering Flayer, Zanman attacks with both Weaponmasters, Warden blocks one Weaponmaster, Joe plays Murderous Cut targeting the unblocked Weaponmaster, Zanman responds playing Feat of Resistance targeting the unblocked Weaponmaster giving it protection from black until end of turn and a +1/+1 counter (21- -4).
ZANMAN WINS GAME SIX ON TURN 6, TIES MATCH 3-3

GAME SEVEN
T1 Joe draws and plays Woolly Loxodon face down.
T1 Zanman draws and plays Efreet Weaponmaster face down.
T2 Joe draws and plays Mistfire Weaver face down, attacks with first face down, when unblocked Joe flips up first face down as Woolly Loxodon (14-20).
T2 Zanman draws and plays Abzan Guide face down.
T3 Joe draws Murderous Cut, flips up Mistfire Weaver, attacks with Loxodon and Weaver, Loxodon blocked by Zanman’s second face down, Zanman flips up the blocking face down creature which is Abzan Guide, flips up first face down which is Efreet Weaponmaster, Weaponmaster targets Abzan Guide, Joe plays Murderous Cut targeting Abzan Guide (11-20).
T3 Zanman draws and plays Efreet Weaponmaster face down.
T4 Joe draws and plays Warden of the Eye returning Murderous Cut to his hand from the graveyard, attacks with Loxodon and Weaver, Weaponmaster blocks Loxodon, flips the other Efreet Weaponmaster targeting the blocking Weaponmaster, Joe plays Murderous Cut targeting the blocking Weaponmaster (8-20).
T4 Zanman draws and plays Woolly Loxodon face down.
T5 Joe draws Riverwheel Aerialists, attacks with Loxodon and Weaver, Weaponmaster and face down creature block Loxodon, Zanman flips up Woolly Loxodon, Joe’s Loxodon deals damage first to Efreet Weaponmaster (5-20), plays Riverwheel Aerialists.
T5 Zanman draws and plays Smite the Monstrous targeting Riverwheel Aerialists.
T6 Joe draws and plays Smite the Monstrous targeting Zanman’s Woolly Loxodon, attacks with Weaver and Warden (-1 -20).
JOE WINS GAME SEVEN ON TURN 6, WINS MATCH 4-3

Future Adventures

The next step is obvious, we need a draft pool that has ALL the bells and whistles from Khans of Tarkir in it. I’d like to try a draft format that includes one copy of EVERY card in the set. Each player would draft exactly fourteen cards including one rare or mythic, three uncommons and ten commons. Obviously I’d like to go back to my house rules the next time around. I expect my pal Joe will be up for the challenge.

Thanks for reading.

Jeff Zandi
Texas Guildmages
Level II DCI Judge
Zanman on Magic Online
jeffzandi@hotmail.com