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Magic: the Gathering discussion

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Hey all!

Went to my second draft ever last night (first was 12 or 13 years ago) and had studied up on Aetherdrift since I'd asked about the event and was told it's pretty much always just drafting whatever the latest set was.

When I got there, though, it turned out the regulars wanted to do a chaos draft, so I ended up trying to make a deck out of everything currently standard legal. Needless to say, this went incredibly poorly for a relative newcomer like me and I ended up going 0-3 (as expected, I assumed I'd lose since drafting is hard, even for experienced players).

After the first match, though, it was pretty clear that this was going nowhere, and the space was a bit louder than anticipated and I could feel myself getting exhausted pretty early. While I finished out the evening playing all 3 matches to completion, I was wondering what the ettiquite around dropping early actually is. Is it OK to bow out if it's clear that my picks were trash and there's no chance? Or if not, can I just let my opponents for matches 2 and 3 know that it'll be pretty one sided and preemptively concede so they don't have to waste any time on rolling me? Or is it expected to just take the lumps and play through the whole thing?

It would be different if I thought I could put up a fight even if I lost every game, but I was having trouble getting any amount of damage through, or impacting board state at all. So the whole thing just felt like I was wasting my opponent's time.

So yeah, just hoping for an ettiquite lesson. Not rules (I know I can technically drop any time for any reason if I let the TO know), but the social angle.

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This deck is a Blue/Green token/counter deck where the end-game is a Doubling Season/Extravagant Replication or Doubling Season with Homunculus Horde combo to produce exponentially more and more tokens/counters. Proft's along with Crawler are there to generate tokens as is Brisly, while Soul Cauldron is there to make the most of all those tokens. Along with Homunculus Horde or Elfsworn Giant, that's game. Problem is, lots of the cards in this deck are geared towards getting mana, which leaves not much room for creatures outside of Llanowar Elves or Lumbering Worldwagon. To counter this, lots of these low-cost cards are there to serve as defense while I gather mana, or counter what the opponent tries to play.

I feel like I'm trying to do too much, but this is what I've come up with with the cards I have unlocked. Can anyone suggest cards to add/remove from this deck to streamline mana production while not leaving myself vulnerable to early game cards?

- Cogwork Wrestler 
- Dive Down 
- Fleeting Distraction 
- Opt
- Sleep-Cursed Faerie 
- Ankle Biter 
- Bushwhack 
- Llanowar Elves 
- Malamet Battle Glyph 
- Sunshower Druid 
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- Deduce 
- Don't Make a Sound 
- Drake Hatcher 
- Essence Scatter 
- Fog Bank 
- Mischievous Mystic 
- Proft's Eidetic Memory 
- Stalked Researcher 
- Basking Capybara 
- Bite Down 
- Bristly Bill, Spine Sower
- Druid of the Cowl 
- Dwynen's Elite 
- Explorer's Cache 
- Scavenging Ooze 
- Sita Varma, Masked Racer 
- Skyserpent Seeker 
- Agatha's Soul Cauldron 
- Campus Guide 
- Swiftfoot Boots 
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- Unstoppable Plan 
- Worldwalker Helm 
- Refute 
- Blighted Burgeoning 
- Imperious Perfect 
- Lumbering Worldwagon 
- Return from the Wilds 
- They Went This Way 
- Wildwood Mentor 
- Scrawling Crawler 
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- Homunculus Horde 
- Out of Air 
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- Elfsworn Giant 
- Doubling Season 
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- Extravagant Replication
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-Various tap G or B lands plus 6 basic Forest and Islands
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Hi Mark, for those of us who don't understand magic as well, can you explain what you meant in a previous answer when you agreed that the "central color" of the clans were shifted in this set?

In Khans of Tarkir, each clan had a center color. Jeskai, for example is blue/red/white. Normally, a wedge set would be focused on the enemy color of the trio, red in Jeskai's case, but we couldn't do that in Khans of Tarkir block, as we wanted the clan to run through the whole block and Dragons of Tarkir was an ally-colored set.

For Khans of Tarkir, the Jeskai clan's center color was blue. That meant we leaned on it thematically and built the set such that it was the focus of the clan. For Tarkir: Dragonstorm, we were remaking the clans, so we had the ability to center them in the enemy color. The one caveat is we kept the main motivations and symbols of the original clans, and those are built around the old center color.

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Djinn of Fool's Fall looks a lot like a Tarkir Djinn: here

Smirking Spelljacker and Haughty Djinn don't look anything like the Djinn from Tarkir, though, they're much more human-like in face shape: here and here.

Are those ones from somewhere else?

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Just saw these yesterday, what do you all think? Seems like a fun take on basic lands, but it also sort of makes me question what a basic land even is at this point ๐Ÿ˜

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