I have added Dominaria to the sealed pool generator so you can get in practice for pre-release early. As always, please feel free to leave suggestions for improvement and let me know if you find any issues with cards (missing, rarity, etc). Enjoy the Dominaria Sealed Pool Generator.
I might be mistaken, but I don't think the generator properly adds the one guaranteed legendary creature per booster?
Yeah, I don’t think any of us know the logistics of that yet. But indeed, when the pool is working right, each pool should have at least 7 legendary creatures (one promo, and at least one per pack from six packs). My first pool here had 4.
The problem with defining this format by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
As I mentioned above my first pool had only 4 legendary creatures. My second had a whopping 11! Including 9 playable in Esper (blue only a minor splash). Including Arvad and 3 Benalish Honor Guard. Legends matter deck ho!
2 Belzenloks (1 promo and 1 Pack)! I’ve never had a 2-of-same-Mythic sealed pool.
Cabal Evangel is being sorting in the blue color spot instead of black.
Again thanks for always making these for the new sets.
Cabal Evangel is also registering as a 3cmc card. That troublesome evangel...
Also, can someone talk me through sealed? I signed up for two pre-release sealed events for DOM, I've never done sealed before. Looking at these sample sealed packs, it looks like there is limited color fixing, but pretty much a need to go 2 colors plus a splash, unless you get some lucky packs. How does one flesh out a sealed deck? Do they still follow the standard draft concepts of 15-17 creatures plus a few spells, or does DOM look like a format that allows for more creative builds?
Cabal Evangel is also registering as a 3cmc card. That troublesome evangel...
Also, can someone talk me through sealed? I signed up for two pre-release sealed events for DOM, I've never done sealed before. Looking at these sample sealed packs, it looks like there is limited color fixing, but pretty much a need to go 2 colors plus a splash, unless you get some lucky packs. How does one flesh out a sealed deck? Do they still follow the standard draft concepts of 15-17 creatures plus a few spells, or does DOM look like a format that allows for more creative builds?
Play removal.
Everyone will have some kind of crazy bomb rare/mythic and even a bunch of the uncommon legends are insane enough to dominate a game if you cannot kill them its as good as game over.
A lot of removal costs 4-5 mana and the ones that just deal with any creature no matter what are at a premium.
Dealing 4 damage comes up often enough that a simple +1/+1 can change the game drastically if such a removal "fizzles" against your 1 or 2 mana combat trick (or even the equipment).
Quickly identify what are easier splashes due to the rare lands or an easy splash with something like the 3 mana artifact that searches a basic land. This allows you to at least easily splash stuff that costs just 1 colored mana, especially the strong removal in white if you have one.
----
The format has a lot of stuff that gives +1/+1 or -1/-1 in some way or another (lots of the tricks do, a bunch of red removal deals 1 damage to everything and such) and a lot of creatures are just 2/2 , the white knight tokens are 2/2 and a lot of 3/2 creatures exist, so trading will be a thing, which makes all creatures better that either bring in tokens to spread out or provide a bigger body (4 toughness is hella good against a lot of creatures and dodges a bunch of removal too).
The serious limited bombs dodge even more removal and provide a super swingy card advantage avalanche, so having a real removal for them is really important (see the 3/4 angel that provides hexproof and +1/+1 counters, if you cannot kill it, you cannot kill anything and it will be pretty much impossible to do anything).
----
Playing 1 enchantment/artifact removal maindeck seems like a good idea, as they will be rarely dead cards against the Saga spells and/or artifact creatures, and even blue/whites enchantment aura based removal spells.
----
Splashing the WB legends in white decks is almost guaranteed to be a good idea. The +2/+2 for legendary creatures and the 4/4 that pumps out more knights and has a late game removal ability are just backbreaking strong and white can use the historic artifact mana fixing at its best.
If you are green, you can splash cheap spells far easier, especially due to the 3/2 elf that channels your mana for 1G into any color, that allows you to play spells at 1-4 mana that require a splash, for more expensive cards this doesnt really count as mana fixing all the time.
----
The difference between synergy pools and a pool that has a lot of stuff that doesnt work together is huge here, so you can expect MASSIVE blowout plays if some combinations come together and you sit there with some mediocre common creatures.
So thats just part of the format too.
Very aggressive decks look difficult to build, as a player that floods in mana can potentially come back in a glorious fashion if a single card pulls the game around.
Wow, this is the coolest thing I've ever seen lol. Thanks a big time Ottomund! Fairly new player, just came on board at the end of Ixalan. I must have drafted Rivals 40+ times, but I know I'm going to struggle with Dominaria opening weekend getting used to cards, mechanics, etc. This is just awesome. I will be doing my homework this week for sure leading up to pre-release.
Just a heads up that the whole “legendary creature” in every pack means that the third uncommon in every pack is going to be legendary. Kind of lame
Sorry where exactly did you hear this?
As last I checked there is no set spot in the packs. But with how printing distribution happens you are guaranteed one Legendary in each pack at the correct rarity. So if you get a Legendary rare, then you won't necessarily get a Legendary uncommon.
This can actually be seen in LRR's Pre-prerelease video/stream. The second pack Kelly opened had a Legendary rare, but no Legendary uncommon.
I theorized this would be the way they'd do this (stream the uncommons to ensure an uncommon legend in every pack satisfying the legend-in-every-pack guarantee). But I was, in the end, proven wrong - for them to pull this off they'd have needed to make at least 27 uncommon legendaries (more than a third of the 80 uncommons), and they only made 19. So it appears that they are using some 'smart collation' techniques to ensure that the ~30% of packs that don't get an uncommon Legendary get one in the rare/mythic slot.
I do hope they thoroughly tested their collator, or there will be a whole lot of griping this prerelease. I don't believe they have ever had a mechanism where the cards in the uncommon slots and the cards in the rare slot have any sort of dependency relationship - this appears to be a first.
Just a heads up that the whole “legendary creature” in every pack means that the third uncommon in every pack is going to be legendary. Kind of lame
Sorry where exactly did you hear
Sorry where exactly did you hear this?
As last I checked there is no set spot in the packs. But with how printing distribution happens you are guaranteed one Legendary in each pack at the correct rarity. So if you get a Legendary rare, then you won't necessarily get a Legendary uncommon.
This can actually be seen in LRR's Pre-prerelease video/stream. The second pack Kelly opened had a Legendary rare, but no Legendary uncommon.
Ah, got it. I’m sort of wrong then. I watched a bunch of prerelease videos and regardless of the rare or mythic, the third uncommmon was always a legend so it seemed like that would be the case. Thanks for the clarification
RW Blaze Commando Soldier Swarm BW Edgewalker Clerics i.e. All the prevention R Ogre Menial (Fallen Feromancer) Tunnelin' Infectors GB Shaman of the Pack Elves URReclusive Artificer Artifact Control GBCatacomb Sifter Sac-Attack
Tiny Leader Decks
WU Geist of Saint Traft WKembha's Cats WRG Marath Slide Control
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I have added Dominaria to the sealed pool generator so you can get in practice for pre-release early. As always, please feel free to leave suggestions for improvement and let me know if you find any issues with cards (missing, rarity, etc). Enjoy the Dominaria Sealed Pool Generator.
Again thanks for always making these for the new sets.
Yeah, I don’t think any of us know the logistics of that yet. But indeed, when the pool is working right, each pool should have at least 7 legendary creatures (one promo, and at least one per pack from six packs). My first pool here had 4.
http://www.magicdrafting.com/savedpools/36727
Karn.dec really is going to own.
Edit: I'm obviously going W/B legends with a blue splash for time of ice and tragic poet combo + Oath of Teferi! Nuts!
I wish all my Sealed pools would look like this.
2 Belzenloks (1 promo and 1 Pack)! I’ve never had a 2-of-same-Mythic sealed pool.
Cabal Evangel is also registering as a 3cmc card. That troublesome evangel...
Also, can someone talk me through sealed? I signed up for two pre-release sealed events for DOM, I've never done sealed before. Looking at these sample sealed packs, it looks like there is limited color fixing, but pretty much a need to go 2 colors plus a splash, unless you get some lucky packs. How does one flesh out a sealed deck? Do they still follow the standard draft concepts of 15-17 creatures plus a few spells, or does DOM look like a format that allows for more creative builds?
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
I've seen it happen with Kaladesh pre-release. Someone pulled a stamped Chandra and one in a pack.
Play removal.
Everyone will have some kind of crazy bomb rare/mythic and even a bunch of the uncommon legends are insane enough to dominate a game if you cannot kill them its as good as game over.
A lot of removal costs 4-5 mana and the ones that just deal with any creature no matter what are at a premium.
Dealing 4 damage comes up often enough that a simple +1/+1 can change the game drastically if such a removal "fizzles" against your 1 or 2 mana combat trick (or even the equipment).
Quickly identify what are easier splashes due to the rare lands or an easy splash with something like the 3 mana artifact that searches a basic land. This allows you to at least easily splash stuff that costs just 1 colored mana, especially the strong removal in white if you have one.
----
The format has a lot of stuff that gives +1/+1 or -1/-1 in some way or another (lots of the tricks do, a bunch of red removal deals 1 damage to everything and such) and a lot of creatures are just 2/2 , the white knight tokens are 2/2 and a lot of 3/2 creatures exist, so trading will be a thing, which makes all creatures better that either bring in tokens to spread out or provide a bigger body (4 toughness is hella good against a lot of creatures and dodges a bunch of removal too).
The serious limited bombs dodge even more removal and provide a super swingy card advantage avalanche, so having a real removal for them is really important (see the 3/4 angel that provides hexproof and +1/+1 counters, if you cannot kill it, you cannot kill anything and it will be pretty much impossible to do anything).
----
Playing 1 enchantment/artifact removal maindeck seems like a good idea, as they will be rarely dead cards against the Saga spells and/or artifact creatures, and even blue/whites enchantment aura based removal spells.
----
Splashing the WB legends in white decks is almost guaranteed to be a good idea. The +2/+2 for legendary creatures and the 4/4 that pumps out more knights and has a late game removal ability are just backbreaking strong and white can use the historic artifact mana fixing at its best.
If you are green, you can splash cheap spells far easier, especially due to the 3/2 elf that channels your mana for 1G into any color, that allows you to play spells at 1-4 mana that require a splash, for more expensive cards this doesnt really count as mana fixing all the time.
----
The difference between synergy pools and a pool that has a lot of stuff that doesnt work together is huge here, so you can expect MASSIVE blowout plays if some combinations come together and you sit there with some mediocre common creatures.
So thats just part of the format too.
Very aggressive decks look difficult to build, as a player that floods in mana can potentially come back in a glorious fashion if a single card pulls the game around.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
holy crap that would be nice to actually pull...
BU control-ish with Karn and gilded lotus?
Man, it hurts. I never opened foil mythics.
http://www.magicdrafting.com/savedpools/36821
That foil Karn would look pretty nice in some EDH decks.
-Modern-
WMartyrProcB
BBurnR
-Commander-
Sorry where exactly did you hear this?
As last I checked there is no set spot in the packs. But with how printing distribution happens you are guaranteed one Legendary in each pack at the correct rarity. So if you get a Legendary rare, then you won't necessarily get a Legendary uncommon.
This can actually be seen in LRR's Pre-prerelease video/stream. The second pack Kelly opened had a Legendary rare, but no Legendary uncommon.
I do hope they thoroughly tested their collator, or there will be a whole lot of griping this prerelease. I don't believe they have ever had a mechanism where the cards in the uncommon slots and the cards in the rare slot have any sort of dependency relationship - this appears to be a first.
Ah, got it. I’m sort of wrong then. I watched a bunch of prerelease videos and regardless of the rare or mythic, the third uncommmon was always a legend so it seemed like that would be the case. Thanks for the clarification
The pool and the deck...White Black seems super strong
EDH DECKS:
GBCatacomb Sifter Sac-Attack