- Which color do you think it's more solid to play?
- Which rating would you give to each card?(limited play based)
- Also some information about the deck itself: number of cards of each type, choosing to start or to draw, style to go...
269 it's a lot of cards just to evaluate all of them, so you can just add your two cents saying which color you will choose, why, which are your assets to win.
To post synergies between cards there's other thread on this section
(IMHO, since I'm just a noob, I would rather not giving my opinion, but here's just few advice that people gave me for JIN prerelease)
- Play always 40 cards (only 41 if you add a land)
- Try to play 16-17 land, 14-17 creatures, 6-9 tricks/removal.
- Do your best at mana curve. Do not have empty CMC slots.
- Include some fatty who could turn the tables.
I'm not a native speaker, nor a non-native experienced. Just trying to learn and help others to find some info in just one place. My apologies for writing mistakes.
The following evaluations are just my OWN opinion based on semi-null experience and thinking about each card itself, evaluating possible synergies with others and what I would like to see on my own boosters. Any resemblance to reality is purely a coincidence.
Hope you join the thread and give your opinion. I'm sorry because of the evaluations you can see, as long as about 50% maybe are wrong. I always think that some crap are good, and constantly overestimate the usefulness of certain cards (Then, I end with 55 cards on my deck and starting the massive discard 5 mins before first round starts, or correcting a lot of things after game 1 loss).
That's one of the main reasons why I open this topic, to learn about and to find some way to go on future sealed events
Pillar of light, Ornithopter, Battle Mastery and every land that merely fixes are not close to 1st picks. I would assume any card in the "premium" slot is a first pick and these are not.
These are all cards I would be happy to first pick: Haunted Plate Mail, Perilious Vault, Scuttling Doom Engine, Soul of Theros, Avacyn, Ajani's Pridemate, any of the Paragon cycle and some others.
My quick ratings at a glance and in no particular pick order.
Top White Commons: Raise the Alarms, Sanctified Charge, and Triplicate Spirits
Top White uncommons: Ajani's Pridemate, Paragon (probably the best paragon because white has a bunch of tokens and efficient low drops), Devouring Light, and Geist of the Moors
Top Red Commons: Borderland Marauder, Lightning Strike, Inferno Fist, Generator Servant
Top Red Uncommons: Stoke the Flames, Paragon, Heat Flame, Brood Keeper, Cone of Flame
Top Blue Commons: Frost Lynx, Glacial Crasher, Encrust, Welkin Tern
Top Blue Uncommons: Turn to Frog, Into the Void, Quickling (have to pick ETB effects to combo with it), Paragon
Top Black Commons: Flesh to Dust, Accursed Spirit, Shadowcloak Vampire, Sign in blood
Top Black Uncommons: Paragon, Nightfire Giant (multicolored but the effect is powerful), stab wound, xathrid slyblade
Top Green Commons: Elvish Mystic, Hunt the Weak, Invasive Species, Shaman of Springs, Ranger's Guile
Top Green Uncommons: Paragon, Sunblade Elf, Venom Sliver, Ancient Silverback, Feral Incarnation
M15 actually has a lot of neat synergies that pull you into each color combination so my top picks are usually standalone powerful. For example, any enchantment goes up after you've picked up a Brood Keeper or a Heliod's Pilgrim. Green has powerful convoke spells that go well with the tokens and small creatures of white. There is some artifact subtheme in blue and red.
I'm not going to bother rating rares because you don't see them often and their power level is usually pretty obvious.
Edit: the quality of the uncommons are pretty high in this set. I probably should have looked at the ones I would only pick over rares but my picks are a good general base.
My honest advice, if you are a new to the game, is to check Channel Fireball (normally LSV) and Star City Games (Brad Nelson and Evan Ewrin) for their set review.
They give a fairly accurate card evaluation partly for the purposes of limited.
Private Mod Note
():
Rollback Post to RevisionRollBack
Disclaimer: As per the norm, I am aware some people will disagree with my opinion and I acknowledge there is a possibility that my opinion is wrong. The above post is simply my musings on what I view to be the most likely scenario given the information that is available and I am aware of at the time of typing! Peace.
Couldn't find an answer online--and this is probably a stupid question--but is participation in the Sealed Event mandatory, or is it possible to simply pick up a pre-release box just to take home/save as a collectible?
It depends on your local store. For example, if there's just a bunch of people to play, and just one or two events, they maybe won't let you go with the pack.
My local store repeat 5 times the pre-release, friday night, saturday morning and sunday morning. And the following weekend saturday 2HG, and re-prerelease. About 40 packs per event, always some empty slots, so there's no problem.
Just phone your store
@Apchake I know that most of these webs review one or two days before prereleases the whole set, I don't want that, just people giving their opinions and discussing about how to play sealed tournaments.
I think yours have some issues too, though I realize preemptive evaluations are a bit tricky.
Perilous Vault is playable perhaps, but in that case only barely (I wouldn't like to run it). For Wraths to be good in Limited, they have to be cheap & sudden, because their value lies in tricking your opponent into overextending. In that process, you'll take extra damage because you're holding back your own cards until after the Wrath. Perilous Vault asks you to take two turns off (unless we're into the really late game), in which case you either give up the surprise value (very important for a Wrath effect), or you take a very high amount of damage. Cost-to-return, this doesn't really cut it.
Encrust is also not very good. Paralyzing Grasp-effects (i.e. Thirst-type cards that don't tap the creature when it comes into play) have been fillers at best, and double blue doesn't help. Turning off activated abilities is okay, but not a particularly big deal, as there aren't that many of those.
Turn to Frog is another card that was in a previous Core Set, and it was mediocre filler there. Granted, blue is pretty horrible in M15, but cards like Jace's Ingenuity and Wall of Frost are much, much better (in particular Ingenuity, which should be a very early pick).
Don't forget Gravedigger, Ulcerate, Necrogen Scudder and Sengir Vampire @ top black uncommons! Black is so busted in this set, I do not understand what they were thinking. Especially when compared to the other colors. Like, what the heck. Also, speaking of top uncommons, Constricting Sliver, even if you have no other Slivers, is good simply as a 3/3 Banishing Priest.
Invasive Species is just a Centaur Courser (which is in this set) with a drawback unless you have a lot of comes into play-effects, which there are not that many of. It's certainly okay, but it's not an early pick. Ranger's Guile is also not the nuts - it's another filler card. Netcaster Spider and Living Totem look like much higher picks to me.
Oh wow didn't realize encrust does not tap the target immediately. That makes it very subpar. I still think turn to frog is a decent plausible combat trick. Blue does look weak overall.
...Don't forget Gravedigger, Ulcerate, Necrogen Scudder and Sengir Vampire @ top black uncommons! Black is so busted in this set, I do not understand what they were thinking. Especially when compared to the other colors. Like, what the heck. Also, speaking of top uncommons, Constricting Sliver, even if you have no other Slivers, is good simply as a 3/3 Banishing Priest...
Agreed. Black has so much value. There are a variety of "this creature does something relevant while it is out or comes into play". Unless I'm missing something, the other colors lack that oomph.
White is usually my default for limited, but black may be better from top to bottom. Notwitstanding, White has some very special cards: Ajani Steadfast and Avacyn, Guardian Angel among them.
Private Mod Note
():
Rollback Post to RevisionRollBack
That which nourishes me, destroys me
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
Certainly. Vampire is definitely a solid man, but it is not the kind of card you should prioritize (or jam a bunch of in your deck).
Glacial Crasher isn't even particularly good. It's okay in U/R, not exciting, just a huge man if that's what you need. You can expect to pick him up on the wheel in drafts.
I mainly came to this topic to get information on what color I should play at the prerelease. I've been playing Magic: the Gathering for a little over two years now, but I'm terrible at making decks. I go to drafts on FNM all the time but because my decks are terrible, people treat me like a newbie. LOL! Oh well. So far I've decided to go Red mainly because of the speed and removal of the cards. I also really want to get my hands on an Aggressive Mining. I'm a huge Minecraft and Magic fan, so this card is perfect.
I mainly came to this topic to get information on what color I should play at the prerelease. I've been playing Magic: the Gathering for a little over two years now, but I'm terrible at making decks. I go to drafts on FNM all the time but because my decks are terrible, people treat me like a newbie. LOL! Oh well. So far I've decided to go Red mainly because of the speed and removal of the cards.
*I just typed a huge response to this and the sh*tty track pad on my girlfriend's lap top kept jumping me around until it finally somehow took me back a browser page and I lost it all. Here we go again, but an abbreviated version*
- Red looks good, but don't lock yourself in mentally to it. You may open up a stronger card pool in another color, so keep an open mind!
- As far as deck building, just keep in mind the golden rules that others have mentioned in the thread: play 40 cards (23, 17 lands), probably go two colors and maybe splash a third if you have a bomb, and lastly, have a solid curve. That last one is quite important.
Let's say you are playing 23 nonlands, and of those you have 6 spells and 17 creatures. Now, you're not going to be able to have a perfect curve in Sealed because you're limited to the cards you open, but ideally you'd want those 17 creatures to fill your curve something like:
Now, as people play more M15 and get a feel for the environment, it may prove to be a faster environment and you'll need more two-drops and so forth. But I think these numbers are generally correct going into a pre-release where no one really knows anything about the format. You may not always have that many creatures though and may end up playing more of a control deck with fewer creatures. Let's say you have 13 in a control deck, it may look more like:
2-drops: 2
3-drops: 3
4-drops: 4
5-drops: 2
6+drops: 2
... where those earlier drops are more defensive, like Wall of Faith and Barrier Reef. You'll have a heavier end to the curve because those earlier drops will get you to the later game when your bigger guys will finish the task.
I hope this has helped. You'll get better as you practice! Keep your head up. Some may disagree with my numbers here, but for the most part, I think these numbers will help you if you keep them in mind. Basically, 1-drops get out-classes very quickly (but cards like Elvish Mystic still have their place!), and you're not going to have time to play a bunch of 7-drops. The idea with a healthy curve is that you don't have any blank spots and will be able to drop a creature from turns 2-4 with regular consistency.
Lastly, the BREAD acronym can be helpful in showing the ways you prioritize cards in your deck. I've seen it written differently, but I always liked Bombs, Removal, Evasion, Advantage, Dregs. Bombs will win you the game, flat out, usually from nowhere. You'll need a couple of removal spells to handle other bombs or to swing through the opponents wall of creatures. Evasion like flying, unblockability, landwalk and even trample (to an extent) are valued highly on creatures, card advantage is always good, and dregs refers to the mundane creatures that are going to fill out your deck to get the job done.
Again, I hope this helps! Have fun! Post back here and let us know what colors you built, what cards you had, how you did, etc!
This helped so much! Thank you for the help. I'll probably end up writing down the mana curve that I should try for and the BREAD acronym. I have heard it before, but it was bombs, removal, evasion, aggro, then duds. Again, thank you so much.
And those numbers don't have to be exact, and likely WON'T be exact, but you're just looking for something close! Visually, it's supposed to be a decent bell curve.
You probably want to think more in terms of what turn you would ideally/typically cast the spell on. For example, Pharika's Cure you'd often cast on turn 2 to take care of an early drop, but a combat trick like Savage Surge will very rarely be cast on turn 2, so it shouldn't really "count" as a 2-drop. Marshall from Limited Resources often lines up his cards by what turn he expects to cast them on - this is pretty useful for figuring out your mana base as well.
I'm not sure I'd give too much thought to the non-creature spells other than to be sure I'm not running a whole bunch of cards that don't do anything until I get to turn 5 or 6 (e.g. if you have 2 or 3 6-drops, you might not want to run 2 Sip of Hemlocks and a Sea God's Revenge).
Cferejohn makes a good point in that when considering your curve, a card may not necessarily fill a slot equal to its converted mana cost. Illusory Angel, for example, will rarely be played on T3, even though she costs 3, because she required another spell to be played.
But overall, for non-creature spells, it's far less important that they fit the curve. Of courses, you don't want to have six spells that all cost 5 or so, you just want to be able to play them when you need them.
- Which color do you think it's more solid to play?
- Which rating would you give to each card?(limited play based)
- Also some information about the deck itself: number of cards of each type, choosing to start or to draw, style to go...
269 it's a lot of cards just to evaluate all of them, so you can just add your two cents saying which color you will choose, why, which are your assets to win.
To post synergies between cards there's other thread on this section
I'll try to do my best resuming all your pov here
Let's begin sifting the whole bunch
Evaluation
Uncommon: Paragon of Open Graves, Nightfire Giant, Stab wound, Xathrid Slyblade; Ulcerate;
Common: Flesh to Dust, Accursed Spirit, Shadowcloak Vampire, Sign in blood
Uncommon:
Common:
Uncommon:
Common:
Uncommon:
Common:
Uncommon:
Common:
Uncommon: Turn to Frog, Into the Void, Quickling, Paragon of Gathering Mists
Common: Frost Lynx, Glacial Crasher, Encrust, Welkin Tern
Uncommon:
Common:
Uncommon:
Common:
Uncommon:
Common:
Uncommon:
Common:
Uncommon: Paragon of Eternal Wilds, Sunblade Elf, Venom Sliver, Ancient Silverback, Feral Incarnation
Common: Elvish Mystic, Hunt the Weak, Invasive Species, Shaman of Springs, Ranger's Guile
Uncommon:
Common:
Uncommon:
Common:
Uncommon:
Common:
Uncommon:
Common:
Uncommon: Stoke the Flames, Paragon of Fierce Defiance, Heat Flame, Brood Keeper, Cone of Flame
Common: Borderland Marauder, Lightning Strike, Inferno Fist, Generator Servant
Uncommon:
Common:
Uncommon:
Common:
Uncommon:
Common:
Uncommon:
Common:
Uncommon: Ajani's Pridemate; Geist of the Moors; Devouring Light;Paragon of New Dawns;
Common:Raise the Alarm; Sanctified Charge; Triplicate Spirits;
Uncommon: Battle Mastery; Boonweaver Giant; Dauntless River Marshal; First Response; Warden of the Beyond;
Common: Heliod's Pilgrim; Kinsbaile Skirmisher; Midnight Guard; Sungrace Pegasus
Uncommon: Wall of Essence;Constricting Sliver;
Common: Pillar of Light; Razorfoot Griffin; Divine favor; Oppressive Rays; Oreskos Swiftclaw; Selfless Cathar; Soulmender;
Uncommon: Seraph of the Masses;
Common: Marked by Honor; Tireless Missionaries; Ephemeral Shields; Solemn Offering;
Uncommon: Congregate
Common: Meditation Puzzle
Uncommon:
Common:
Uncommon: Hot Soup; Meteorite;
Common: Will-Forged Golem
Uncommon: Gargoyle Sentinel; Juggernaut; Rogue's Gloves; Sacred Armory;
Bad: Brawler's Plate;
Common:
Uncommon:
Common: Bronze Sable; Ornithopter;
Uncommon: Staff of the Death Magus; Staff of the Flame Magus; Staff of the Mind Magus; Staff of the Sun Magus; Staff of the Wild Magus; Tormod's Crypt; Profane Memento;
Common: Tyrant's Machine;
Uncommon:
Common:
Uncommon: Darksteel Citadel
Common:
Uncommon:
Common: Evolving Wilds
Uncommon:
Common: Radiant Fountain
Uncommon:
Common:
Major Guidelines
Under Construction
(IMHO, since I'm just a noob, I would rather not giving my opinion, but here's just few advice that people gave me for JIN prerelease)
- Play always 40 cards (only 41 if you add a land)
- Try to play 16-17 land, 14-17 creatures, 6-9 tricks/removal.
- Do your best at mana curve. Do not have empty CMC slots.
- Include some fatty who could turn the tables.
I'm not a native speaker, nor a non-native experienced. Just trying to learn and help others to find some info in just one place. My apologies for writing mistakes.
Premium
Rares and Mythics: Liliana Vess;
Uncommons: Nightfire Giant; Paragon of Open Graves; Stab Wound; Ulcerate; Xathrid Slyblade
Commons: Flesh to Dust, Accursed Spirit, Shadowcloak Vampire, Sign in blood
Good
Rares and Mythics: Indulgent Tormentor; Ob Nixilis, Unshackled; Soul of Innistrad;
Uncommons: Leeching Sliver; Necrogen Scudder;
Commons: Black Cat; Mind Rot; Necrobite; Typhoid Rats;
Average
Rares and Mythics:
Uncommons: Blood Host; Gravedigger; Wall of Limbs;
Commons: Carrion Crow; Child of Night; Crippling Blight; Festergloom; Rotfeaster Maggot; Unmake the Graves; Witch's Familiar;
Bad
Rares and Mythics: Necromancer's Stockpile; Stain the Mind; Waste Not;
Uncommons:Caustic Tar; Endless Obedience; Feast on the Fallen;
Commons: Covenant of Blood; Eternal Thirst; Necromancer's Assistant; Zof Shade;
Unplayable
Rares and Mythics:Cruel Sadist; In Garruk's Wake;
Uncommons:
Commons:
Premium
Rares and Mythics:
Uncommons:
Commons:
Good
Rares and Mythics:
Uncommons:
Commons:
Average
Rares and Mythics:
Uncommons:
Commons:
Bad
Rares and Mythics:
Uncommons:
Commons:
Unplayable
Rares and Mythics:
Uncommons:
Commons:
Premium
Rares and Mythics:
Uncommons:
Commons:
Good
Rares and Mythics:
Uncommons:
Commons:
Average
Rares and Mythics:
Uncommons:
Commons:
Bad
Rares and Mythics:
Uncommons:
Commons:
Unplayable
Rares and Mythics:
Uncommons:
Commons:
Premium
Rares and Mythics:
Uncommons:
Commons:
Good
Rares and Mythics:
Uncommons:
Commons:
Average
Rares and Mythics:
Uncommons:
Commons:
Bad
Rares and Mythics:
Uncommons:
Commons:
Unplayable
Rares and Mythics:
Uncommons:
Commons:
--------------
Hope you join the thread and give your opinion. I'm sorry because of the evaluations you can see, as long as about 50% maybe are wrong. I always think that some crap are good, and constantly overestimate the usefulness of certain cards (Then, I end with 55 cards on my deck and starting the massive discard 5 mins before first round starts, or correcting a lot of things after game 1 loss).
That's one of the main reasons why I open this topic, to learn about and to find some way to go on future sealed events
Thanks.
Pillar of light, Ornithopter, Battle Mastery and every land that merely fixes are not close to 1st picks. I would assume any card in the "premium" slot is a first pick and these are not.
These are all cards I would be happy to first pick: Haunted Plate Mail, Perilious Vault, Scuttling Doom Engine, Soul of Theros, Avacyn, Ajani's Pridemate, any of the Paragon cycle and some others.
My quick ratings at a glance and in no particular pick order.
Top White Commons: Raise the Alarms, Sanctified Charge, and Triplicate Spirits
Top White uncommons: Ajani's Pridemate, Paragon (probably the best paragon because white has a bunch of tokens and efficient low drops), Devouring Light, and Geist of the Moors
Top Red Commons: Borderland Marauder, Lightning Strike, Inferno Fist, Generator Servant
Top Red Uncommons: Stoke the Flames, Paragon, Heat Flame, Brood Keeper, Cone of Flame
Top Blue Commons: Frost Lynx, Glacial Crasher, Encrust, Welkin Tern
Top Blue Uncommons: Turn to Frog, Into the Void, Quickling (have to pick ETB effects to combo with it), Paragon
Top Black Commons: Flesh to Dust, Accursed Spirit, Shadowcloak Vampire, Sign in blood
Top Black Uncommons: Paragon, Nightfire Giant (multicolored but the effect is powerful), stab wound, xathrid slyblade
Top Green Commons: Elvish Mystic, Hunt the Weak, Invasive Species, Shaman of Springs, Ranger's Guile
Top Green Uncommons: Paragon, Sunblade Elf, Venom Sliver, Ancient Silverback, Feral Incarnation
M15 actually has a lot of neat synergies that pull you into each color combination so my top picks are usually standalone powerful. For example, any enchantment goes up after you've picked up a Brood Keeper or a Heliod's Pilgrim. Green has powerful convoke spells that go well with the tokens and small creatures of white. There is some artifact subtheme in blue and red.
I'm not going to bother rating rares because you don't see them often and their power level is usually pretty obvious.
Edit: the quality of the uncommons are pretty high in this set. I probably should have looked at the ones I would only pick over rares but my picks are a good general base.
What do you think?
They give a fairly accurate card evaluation partly for the purposes of limited.
My local store repeat 5 times the pre-release, friday night, saturday morning and sunday morning. And the following weekend saturday 2HG, and re-prerelease. About 40 packs per event, always some empty slots, so there's no problem.
Just phone your store
@Apchake I know that most of these webs review one or two days before prereleases the whole set, I don't want that, just people giving their opinions and discussing about how to play sealed tournaments.
I think yours have some issues too, though I realize preemptive evaluations are a bit tricky.
Perilous Vault is playable perhaps, but in that case only barely (I wouldn't like to run it). For Wraths to be good in Limited, they have to be cheap & sudden, because their value lies in tricking your opponent into overextending. In that process, you'll take extra damage because you're holding back your own cards until after the Wrath. Perilous Vault asks you to take two turns off (unless we're into the really late game), in which case you either give up the surprise value (very important for a Wrath effect), or you take a very high amount of damage. Cost-to-return, this doesn't really cut it.
Encrust is also not very good. Paralyzing Grasp-effects (i.e. Thirst-type cards that don't tap the creature when it comes into play) have been fillers at best, and double blue doesn't help. Turning off activated abilities is okay, but not a particularly big deal, as there aren't that many of those.
Turn to Frog is another card that was in a previous Core Set, and it was mediocre filler there. Granted, blue is pretty horrible in M15, but cards like Jace's Ingenuity and Wall of Frost are much, much better (in particular Ingenuity, which should be a very early pick).
Don't forget Gravedigger, Ulcerate, Necrogen Scudder and Sengir Vampire @ top black uncommons! Black is so busted in this set, I do not understand what they were thinking. Especially when compared to the other colors. Like, what the heck. Also, speaking of top uncommons, Constricting Sliver, even if you have no other Slivers, is good simply as a 3/3 Banishing Priest.
Invasive Species is just a Centaur Courser (which is in this set) with a drawback unless you have a lot of comes into play-effects, which there are not that many of. It's certainly okay, but it's not an early pick. Ranger's Guile is also not the nuts - it's another filler card. Netcaster Spider and Living Totem look like much higher picks to me.
I'll review blue and Red later and check the evaluations of first post with your thoughts.
Yea that keeps throwing me off too. From a Limited perspective, I wish MTGS just left them off the spoiler or included them separately at the bottom.
It's just a bit confusing hehe (that remind mi of Shivan dragon on prerelease few years ago woho)
Agreed. Black has so much value. There are a variety of "this creature does something relevant while it is out or comes into play". Unless I'm missing something, the other colors lack that oomph.
White is usually my default for limited, but black may be better from top to bottom. Notwitstanding, White has some very special cards: Ajani Steadfast and Avacyn, Guardian Angel among them.
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Certainly. Vampire is definitely a solid man, but it is not the kind of card you should prioritize (or jam a bunch of in your deck).
Glacial Crasher isn't even particularly good. It's okay in U/R, not exciting, just a huge man if that's what you need. You can expect to pick him up on the wheel in drafts.
*I just typed a huge response to this and the sh*tty track pad on my girlfriend's lap top kept jumping me around until it finally somehow took me back a browser page and I lost it all. Here we go again, but an abbreviated version*
- Red looks good, but don't lock yourself in mentally to it. You may open up a stronger card pool in another color, so keep an open mind!
- As far as deck building, just keep in mind the golden rules that others have mentioned in the thread: play 40 cards (23, 17 lands), probably go two colors and maybe splash a third if you have a bomb, and lastly, have a solid curve. That last one is quite important.
Let's say you are playing 23 nonlands, and of those you have 6 spells and 17 creatures. Now, you're not going to be able to have a perfect curve in Sealed because you're limited to the cards you open, but ideally you'd want those 17 creatures to fill your curve something like:
2-drops: 3
3-drops: 5
4-drops: 4
5-drops: 3
6+drops: 2
Now, as people play more M15 and get a feel for the environment, it may prove to be a faster environment and you'll need more two-drops and so forth. But I think these numbers are generally correct going into a pre-release where no one really knows anything about the format. You may not always have that many creatures though and may end up playing more of a control deck with fewer creatures. Let's say you have 13 in a control deck, it may look more like:
2-drops: 2
3-drops: 3
4-drops: 4
5-drops: 2
6+drops: 2
... where those earlier drops are more defensive, like Wall of Faith and Barrier Reef. You'll have a heavier end to the curve because those earlier drops will get you to the later game when your bigger guys will finish the task.
I hope this has helped. You'll get better as you practice! Keep your head up. Some may disagree with my numbers here, but for the most part, I think these numbers will help you if you keep them in mind. Basically, 1-drops get out-classes very quickly (but cards like Elvish Mystic still have their place!), and you're not going to have time to play a bunch of 7-drops. The idea with a healthy curve is that you don't have any blank spots and will be able to drop a creature from turns 2-4 with regular consistency.
Lastly, the BREAD acronym can be helpful in showing the ways you prioritize cards in your deck. I've seen it written differently, but I always liked Bombs, Removal, Evasion, Advantage, Dregs. Bombs will win you the game, flat out, usually from nowhere. You'll need a couple of removal spells to handle other bombs or to swing through the opponents wall of creatures. Evasion like flying, unblockability, landwalk and even trample (to an extent) are valued highly on creatures, card advantage is always good, and dregs refers to the mundane creatures that are going to fill out your deck to get the job done.
Again, I hope this helps! Have fun! Post back here and let us know what colors you built, what cards you had, how you did, etc!
G Daniel Gelon Craw Wurm Count: 759
R It's Lightning Helix!!
2 . . .
3 . . . . .
4 . . . .
5 . . .
6 . .
G Daniel Gelon Craw Wurm Count: 759
R It's Lightning Helix!!
2-drops: 3
3-drops: 5
4-drops: 4
5-drops: 3
6+drops: 2
or
2-drops: 2
3-drops: 3
4-drops: 4
5-drops: 2
6+drops: 2
Are there certain cmcs that I want my non-creature spells to be? Or is this less important?
I'm not sure I'd give too much thought to the non-creature spells other than to be sure I'm not running a whole bunch of cards that don't do anything until I get to turn 5 or 6 (e.g. if you have 2 or 3 6-drops, you might not want to run 2 Sip of Hemlocks and a Sea God's Revenge).
But overall, for non-creature spells, it's far less important that they fit the curve. Of courses, you don't want to have six spells that all cost 5 or so, you just want to be able to play them when you need them.
G Daniel Gelon Craw Wurm Count: 759
R It's Lightning Helix!!