Red and White are the front runners and have good stuff across all rarities.
Almost all of Greens rares are solid, but the commons/uncommons are sub-par unless you can force the G/B elf or G/W enchantment subthemes, the lower end of greens curve is also noticably lacking.
Blacks rares are hit or miss, and even then, only Kothoped, Erebos's Titan or Languish will be game winners for you (although Gilf-Leaf Winnower is no slouch either). As far as commons/uncommons go, it's too focused on filling your graveyard, with minimal reward.
Blue is by far the worst colour this prerelease. The only rares I would be unconditionally happy opening are Soulblade Jinn and Disciple of the Ring, otherwise it's a support colour at best.
Red and White are the front runners and have good stuff across all rarities.
Almost all of Greens rares are solid, but the commons/uncommons are sub-par unless you can force the G/B elf or G/W enchantment subthemes, the lower end of greens curve is also noticably lacking.
Blacks rares are hit or miss, and even then, only Kothoped, Erebos's Titan or Languish will be game winners for you (although Gilf-Leaf Winnower is no slouch either). As far as commons/uncommons go, it's too focused on filling your graveyard, with minimal reward.
Blue is by far the worst colour this prerelease. The only rares I would be unconditionally happy opening are Soulblade Jinn and Disciple of the Ring, otherwise it's a support colour at best.
This. I have also found that blue is only a good support color in WU and UR strategies, as UB isn't that good, along with UG. Blue is definitely the worst color, and you should not pick it at the prerelease.
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Does any one have thoughts about demonic pack combo? I was looking at confusion in the ranks. nothing like a 4 turn time limit on your opponent. anyone have other ideas?
Does any one have thoughts about demonic pack combo? I was looking at confusion in the ranks. nothing like a 4 turn time limit on your opponent. anyone have other ideas?
There are no donate effects in Origins. I think you're in the wrong thread.
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My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
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i know there are no donate effects in origins, but what about in all of standard?
You are in the wrong thread. If you expect to get an answer specifically on that one, this isn't the thread for it. You may want to make a new thread for that, lol.
After doing all 8 of the "which would you first pick?" threads through 7 picks, I feel that white is definitely the strongest color. I think blue is probably the weakest but none of the colors seem terrible to me.
I'm on board with red being the strongest color in this set for a few reasons:
1. It pairs well with all of the colors. Red white aggro, blue red tempo, black red removal, and green red ramp are all viable strategies in this limited format, with some particularly significant synergies in blue (artifacts and soft lock bounce combos) and black (gain control and sacrifice effects with tokens).
2. It has the most removal. While the argument against this is that it is conditional removal primarily, it removes most renown creatures before they can get off the ground. Also small roadblocks that your opponent may attempt to stymie your offensive with.
3. It is the least color intensive. While all of the colors in the set have around the same number of cards with double colored mana symbols, these cards encompass a majority of the powerful cards in white and black. Red has more powerhouse commons and uncommons with a single red mana symbol in it's casting cost than the other colors.
I intend to go red this prerelease and look to splash or play my strongest color from the other 6 packs. Even if my rare isn't great, I should bolster the strength of my deck from the likely powerful commons and uncommons in the seeded pack and play a different primary color.
Quick edit: there are no donate effects in standard, but it may be relevant to play something like Daring Thief. Certainly not viable in competitive magic and still the wrong thread. Carry on.
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Loved the prerelease packs for Origins. I was able to build MUCH stronger decks than in any of the last few prerelease events.
Went White first up, made a WG renown deck and that was very hard to stop.
Green in my second and made a GB Elves deck that made mince meat of everything.
Lots of people were playing red without a whole heap of success, but Blue is easily the worst.
Green and White are about even in strength, then Black & Red and Blue clearly last.
Cards that did the most work for me: Wild Instincts - Worked as some fantastic removal many many times. Valeron Wardens - The card draw ability for renown is great, and is a tough 3/5 itself once it becomes renowned as well. Partnered with Pharika's Disciple well all day. Sentinel of the Eternal Watch - Turned the game in my favor on a couple of occasions when i was low on life and things were looking grim. The ability to stall opponents board is great, as well as having a great attacker & blocker due to vigilance. Reave Soul - Cheap to cast and just hits so many of the creatures in Origins.
Blue has been a support color since forever now. WotC said themselves that it would always be mostly a support color, because it tends to get too strong when it can stand on its own (And it can stand on its own with good counterspells, which they don't want to print)
White and green both have lots of solid cards all over the curveé But white doesn't need much support and doesn't have much situational threats. Renown asks you to do what you'd want to do anyway. Get attackers through. But unlike green it has several cards to remove or discourage blockers.
P.S. thornbow archer and eyeblight massacre are not so good in their own format. In my pre-release, every single of my opponents had green in their decks. And green not being bad makes those cards suffer. Also none of the 4 black elves are exactly game winners after this resolves.(Massacre)
(Oh, and don't overvalue menace. While not bad. It's not nearly as good as intimidate.)
I went red/Black. it did fairly well, red has some nice burn/removal and languish did its job well. Chandra(Yes I pulled) was very easy to work with. I had her in a planeswalker form 2 times in the prerelease. That being said green/white seems to be top dawg atm.
I'd say that the order is:
Red = White > Green > Black > Blue
There are other factors that tip Black and Blue up on the scale. Like running G/B (not just elves, just using G/B) or URtifacts pushes them up higher than say White/Blue control or Red/Black Destruction. But if you were trying to build in monocolor Red and White have a lot of nice toys that are really hard to handle.
It's hard to really pick what is strongest but it was definitely not blue, but each of the others seemed decent enough. I did quite well in the pre-release with W/R renown, but at another one R/U proved to be quite weak.
I think it seemed to be this way from what I observed: White > Green > Black > Red > Blue
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Almost all of Greens rares are solid, but the commons/uncommons are sub-par unless you can force the G/B elf or G/W enchantment subthemes, the lower end of greens curve is also noticably lacking.
Blacks rares are hit or miss, and even then, only Kothoped, Erebos's Titan or Languish will be game winners for you (although Gilf-Leaf Winnower is no slouch either). As far as commons/uncommons go, it's too focused on filling your graveyard, with minimal reward.
Blue is by far the worst colour this prerelease. The only rares I would be unconditionally happy opening are Soulblade Jinn and Disciple of the Ring, otherwise it's a support colour at best.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
This. I have also found that blue is only a good support color in WU and UR strategies, as UB isn't that good, along with UG. Blue is definitely the worst color, and you should not pick it at the prerelease.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
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There are no donate effects in Origins. I think you're in the wrong thread.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
You are in the wrong thread. If you expect to get an answer specifically on that one, this isn't the thread for it. You may want to make a new thread for that, lol.
New to Commander? Read the Above article.
Yeah, but we're talking about Origins Sealed. So Standard doesn't matter here.
And to answer your question I don't think there are any Donate effects in Standard at the moment. Could be wrong though and might all change with BFZ.
1. It pairs well with all of the colors. Red white aggro, blue red tempo, black red removal, and green red ramp are all viable strategies in this limited format, with some particularly significant synergies in blue (artifacts and soft lock bounce combos) and black (gain control and sacrifice effects with tokens).
2. It has the most removal. While the argument against this is that it is conditional removal primarily, it removes most renown creatures before they can get off the ground. Also small roadblocks that your opponent may attempt to stymie your offensive with.
3. It is the least color intensive. While all of the colors in the set have around the same number of cards with double colored mana symbols, these cards encompass a majority of the powerful cards in white and black. Red has more powerhouse commons and uncommons with a single red mana symbol in it's casting cost than the other colors.
I intend to go red this prerelease and look to splash or play my strongest color from the other 6 packs. Even if my rare isn't great, I should bolster the strength of my deck from the likely powerful commons and uncommons in the seeded pack and play a different primary color.
Quick edit: there are no donate effects in standard, but it may be relevant to play something like Daring Thief. Certainly not viable in competitive magic and still the wrong thread. Carry on.
Went White first up, made a WG renown deck and that was very hard to stop.
Green in my second and made a GB Elves deck that made mince meat of everything.
Lots of people were playing red without a whole heap of success, but Blue is easily the worst.
Green and White are about even in strength, then Black & Red and Blue clearly last.
Cards that did the most work for me:
Wild Instincts - Worked as some fantastic removal many many times.
Valeron Wardens - The card draw ability for renown is great, and is a tough 3/5 itself once it becomes renowned as well. Partnered with Pharika's Disciple well all day.
Sentinel of the Eternal Watch - Turned the game in my favor on a couple of occasions when i was low on life and things were looking grim. The ability to stall opponents board is great, as well as having a great attacker & blocker due to vigilance.
Reave Soul - Cheap to cast and just hits so many of the creatures in Origins.
Blue has been a support color since forever now. WotC said themselves that it would always be mostly a support color, because it tends to get too strong when it can stand on its own (And it can stand on its own with good counterspells, which they don't want to print)
White and green both have lots of solid cards all over the curveé But white doesn't need much support and doesn't have much situational threats. Renown asks you to do what you'd want to do anyway. Get attackers through. But unlike green it has several cards to remove or discourage blockers.
P.S. thornbow archer and eyeblight massacre are not so good in their own format. In my pre-release, every single of my opponents had green in their decks. And green not being bad makes those cards suffer. Also none of the 4 black elves are exactly game winners after this resolves.(Massacre)
(Oh, and don't overvalue menace. While not bad. It's not nearly as good as intimidate.)
Red = White > Green > Black > Blue
There are other factors that tip Black and Blue up on the scale. Like running G/B (not just elves, just using G/B) or URtifacts pushes them up higher than say White/Blue control or Red/Black Destruction. But if you were trying to build in monocolor Red and White have a lot of nice toys that are really hard to handle.
I think it seemed to be this way from what I observed: White > Green > Black > Red > Blue