One Lotus, Two Drafts, Two Underworld Breaches



Today is a 2 for 1 – double draft day! Will Black Lotus and a pair of Underworld Breaches halt the losing streak? Only one way to find out…

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29 thoughts on “One Lotus, Two Drafts, Two Underworld Breaches”

  1. check out my vintage deck, kind of slow to pop off but when it does pop off it can leave my opponent with 0 permanents on the board with me having alot of permanents on the board. what deck would u play to counter my deck, perhaps combo decks that win ultra early?

    4 violent ultimatum
    4 casualties of war
    4 helldozer
    4 army ants
    4 dwarven miner
    4 steelbane hydra
    4 wall of roots
    4 overgrown battlement
    4 axebane guardian

    36 cards
    and 24 lands:

    4 graven cairns
    4 fire-lit thicket
    3 blood crypt
    3 overgrown tomb
    3 savage lands
    3 stomping ground
    4 twilight mire

    sideboard would be dedicated to shutting down combo decks:

    damping sphere(vs storm combo decks like grapeshot decks)
    gorilla shaman(vs affinity)
    null rod(vs grind stone combo decks)
    pithing needle(vs spike feeder combo decks)

    (there is not enough space for maze of ith, which is one of the few cards i can think of that can counter tinker decks that might put a darksteel collosus into play early game).

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  2. Idk why they thought Rootwalla was good to add to cube lol. Its so low impact not even the deck its meant to go in wants it. Its legacy playable because you get 8 of them. With 1 or 2 its worthless. You cant vomit your hand and have a 3 turn clock turn 1 for 0 mana in limited. Thats the only time its good. And that ignoring that the Hogaak/Bazaar deck sucks on its own. At least give us Hollow One. It can be good with all the good discard outlets in cube while being better than Rootwalla in the same deck.

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  3. This Thursday I was playing in the 64-player qualifiers and had my opponent turn 2 tinker -> blightsteel off a Mox while I had a useless Subtlety in hand in both games. Glad to know I'm not alone in that experience.

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  4. if everyone had to play, say, 10 matches with their decks rather than single elim, i think your decks would place quite highly. They were good decks! I hate blaming variance and luck, but alas…. 😢 Love the content all the same. rooting for you!

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  5. I feel like LSV has to go back to basics and rethink his cube drafting strategy. The finnicky green exploration decks and the "oops, all combos" decks just typically don't get there. He wins with artifacts if he has an open lane, but more often, he drafts it without it being open and never gets the academy or workshop. The playerbase has leveled up a lot in the last few years, in large part thanks to LSV popularizing the format and releasing so much cube content.

    His first deck looked good but I think it would have been better with a couple less combos in the deck and a couple more tutors. It seems better to have like one or two combos with more redundancy than to have three or four with 1-2 copies of each piece and 0-1 tutors. He did slim down the deck by cutting the doomsday stuff but it still suffered from drawing the parts to one linear combo that didn't go with his other linear combo.

    Besides that, I do still think match 1 was winnable. The turn before he gets lethaled it feels like he can brain freeze his opponent to 1 card through a counterspell, turn off one ring and jace, and have his opponent on a 1 turn clock. He could cast all the cards in his hand. You don't need a target to cast shallow grave and he has 11 mana. You make it so it's difficult to attack with malcolm as well as the draw isn't optional, so you can kill gadgeteer and leave opponent with an unusable jace, a mostly unusable malcolm, 1 card in hand, and 1 card in library. That's like 99% to work whereas passing the turn against an active ring, malcolm, and jace means lots of things can happen and there was just no reason to do that.

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  6. okay so the second draft nothing you can do really, he just combo'ed you out.

    But is there any consideration to just drafting more straight forward, linear decks with replaceable cards as the DEFAULT strategy f or getting the most wins? It feels like a very good mono white or base white aggro is really just the best archetype if you can get it.

    Is there any consideration to the fact that if your main plan is to tempo them out and play an aggressive game, that there is any actual cost to including combo cards? If you just had more burn or more interaction, that could be a stronger overall strategy, even if you are capable of less busted draws and "free wins" like what transpired in match 2.

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