KotR easy to build around in a 3th color put you in a good color combination access to path to exile some part of dredge and really easy to build around
This is going to be a challenging draft format for me! I'd choose the Knight, just because she opens us to splashes in the late game and can help us with a variety of tricks, too.
So I've got Knight of the Reliquary in a set will possible dredge. He beats hard, who also land fixes me, and can non-basic land tutor.
Eternal Witness, a wonderful late game play who also plays alright with the few other mechanics in the set, including dredge.
And then Finks who is unconditionally good almost all the time.
I think I choose Knight but only because the possible utility of land fixing might eventually overshadow the utility of gaining a bunch of virtual life off of Finks. There's no Goblin Guide, Hellspark, Kird Ape, Steppe Lynx, etc to worry about here. No obnoxious lightning bolt/shard volley shenanigans. All that make defensive option less important.
Not sure how powerful Ravager will be in draft. I'd pass it if winning was my #1 priority - if I was less fussed, I might take it and force artifact aggro. (Edit: That would be as a learning experience and for fun; I think it could work and would be interested to find out for sure)
Witness does the job for me I think. With a lot of cheap removal in the set, chances are that by the time I'm dropping Witness, it's getting me back a premium removal spell and leaving a relevant body behind.
Finks is good, but not in the same league IMO. KotR has real potential but without fetches in my yard or my opponent's it will be a lot smaller than in Modern, and I'm unlikely to have absurd fetch targets.
Finks is wicked and provides the most value. Rift Bolt is exceptional removal. I don't think you can go wrong with either of those. If it's me, I probably take the Ravager and try to force artifacts, because I've always wanted to try that.
KotR isn't nearly as good in regular draft as it is in Constructed or Cube. Most of the time you're trading a Plains or Forest for your singleton Mountain/Swamp, and after that its color-fixing utility is gone. Moreover, it dies to pretty much every burn spell in this format (you can't even respond by growing to Sudden Shock). On top of all that, most of the time your opponent's not going to mind if you're throwing away lands for an ever-increasing vanilla beater; they'll just race you in the air and chump until you die. I'd probably take at least 5 cards before it, maybe more depending on if I want to build around Ravager.
Stinkweed Imp is really underrated; he blocks and kills everything in the format, trades on attack with everything, and can be recurred when needed. I think it's very close between it and Witness after the top two.
I voted Stinkweed imp but for first pick I think Kitchen Finks is better due to its rarity and ability to slow aggro, another imp will likely show up later.
normally I would pick the imp but dredge is risky in limited so I would only get 1 imp.
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All of the best cards in the pack are green, followed by Rift Bolt.
I would take Knight, as you can play green or white and splash for it, and couple it with Terramorphic Expanse and Worm Harvest-type cards. I would be debating between it and Rift Bolt. The other green cards are great, and Finks doesn't commit you, but neither of them are bombs on the level of Knight nor are they removal like Rift Bolt.
Third place would go to Search for Tomorrow, even if I would probably take the Finks IRL if the first two were missing from the pack.
I'd pick Ravager No other artifacts in this pack, so there won't be much more people fighting for them. Drafting affinity will be awesome and Ravager is a obvious first pick for this strategy
Exactly.
The two 'best' cards are green (rift bolt has a good argument), so taking one, will lend the next person to take the other. You will be cut in pack 2 if this trend continues. Also eternal witness is no joke of a pick either.
However, there is only one artifact in the pack, and taking the ravager will be signaling no artifacts to the person to your left. Almost for the same reasons, I think rift bolt is the 2nd pick here.
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Eternal Witness, a wonderful late game play who also plays alright with the few other mechanics in the set, including dredge.
And then Finks who is unconditionally good almost all the time.
I think I choose Knight but only because the possible utility of land fixing might eventually overshadow the utility of gaining a bunch of virtual life off of Finks. There's no Goblin Guide, Hellspark, Kird Ape, Steppe Lynx, etc to worry about here. No obnoxious lightning bolt/shard volley shenanigans. All that make defensive option less important.
Oh Rider, my heart will go on...
Witness does the job for me I think. With a lot of cheap removal in the set, chances are that by the time I'm dropping Witness, it's getting me back a premium removal spell and leaving a relevant body behind.
Finks is good, but not in the same league IMO. KotR has real potential but without fetches in my yard or my opponent's it will be a lot smaller than in Modern, and I'm unlikely to have absurd fetch targets.
KotR isn't nearly as good in regular draft as it is in Constructed or Cube. Most of the time you're trading a Plains or Forest for your singleton Mountain/Swamp, and after that its color-fixing utility is gone. Moreover, it dies to pretty much every burn spell in this format (you can't even respond by growing to Sudden Shock). On top of all that, most of the time your opponent's not going to mind if you're throwing away lands for an ever-increasing vanilla beater; they'll just race you in the air and chump until you die. I'd probably take at least 5 cards before it, maybe more depending on if I want to build around Ravager.
Stinkweed Imp is really underrated; he blocks and kills everything in the format, trades on attack with everything, and can be recurred when needed. I think it's very close between it and Witness after the top two.
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but i picked witness, versatility
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normally I would pick the imp but dredge is risky in limited so I would only get 1 imp.
I would take Knight, as you can play green or white and splash for it, and couple it with Terramorphic Expanse and Worm Harvest-type cards. I would be debating between it and Rift Bolt. The other green cards are great, and Finks doesn't commit you, but neither of them are bombs on the level of Knight nor are they removal like Rift Bolt.
Third place would go to Search for Tomorrow, even if I would probably take the Finks IRL if the first two were missing from the pack.
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Exactly.
The two 'best' cards are green (rift bolt has a good argument), so taking one, will lend the next person to take the other. You will be cut in pack 2 if this trend continues. Also eternal witness is no joke of a pick either.
However, there is only one artifact in the pack, and taking the ravager will be signaling no artifacts to the person to your left. Almost for the same reasons, I think rift bolt is the 2nd pick here.