Who picks their colors/guild based on the commons you pull in the first few pulls? If you get a couple of the rare/uncommon creatures you'll table the common scavenge guys who are great late game that noone wants. Just make sure you're early picks are the evasive creatures and your late picks are scavenge. Seems pretty solid to me.
I forced Izzet at a pre-re draft and went 3-0. I first picked Epic Experiment to take the only Izzet card from the first pack and didn't play it. lol My only rare was Sphinx of the Chimes and I only drew it twice. Some flying, some removal, some bouncer dudes, izzet charm, staticasters, backlash, double Frostburn Weird.
I'm somewhat new to drafting, only have done M13 past two weeks. From what I have heard people say and from my little experience you generally wanted to be two colors. But with RTR would 3 color decks be a bit more viable or possible. Or would it just be better to focus on a guilds colors.
Imo if you can draft the manafixing to support it 3 color decks are definately a possibility. Most of the time it seems like I'm just splashing for the third color, usually for removal of some sort.
So never drafted a multi-color set and I'm really not sure where to begin. I know RTR is still pretty fresh so it's hard to say exactly what archetypes to go after and what cards are key but I'd like to know general tips.
Things I'm wondering (and your opinions on):
1)Guildgates are what pick #?
2)Keyrunes are what pick #? Should you run off-color?
3)Should you stay out of 3 colors unless one of those is green?
4)BREAD? Maybe kinda?
5)First picks outside of bombs would be what?
Or just any other general tips you guys can think of. I'm sure it's going to be a lot of learning curve and on the go but if you guys have had experience with drafting the original Rav and Alara I'm sure you guys have some advice for multicolor drafting.
1) I usually take them over anything but bombs, removal, and the most efficient creatures though I may be overrating the fixing element of this format.
2) About the same as Guildgates, though if you see the Keyrune and Gate for the same guild I would always take the Keyrune over the Gate. Also I would probably never run them off color unless you have some way to activate them. A Keyrune you can't activate is just a bad Manalith and it's unlikely you really need that extra ramp.
3) I think splashing is fine since there's so much fixing but going base 2 colors seems a lot better then going straight 3 colors.
4) I mean, BREAD is mostly for newer players but you can still apply it here. Just fit fixing in there somewhere (usually between R and E for me as I said before). As always though don't strictly adhere to it, you have to be felxible and make judgment calls depending on where you are in the draft, synergies with your pool, etc. If you think your mana is bad then taking some fixing over a 6 mana removal is probably a reasonable thing to do.
5) Removal, efficiently costed creatures, fixing (preferably something like Transguild Promenade which you'll play no matter what or something like Gatecreeper Vine that keeps your options more open. First picking a Guildgate probably isn't the best place to be).
do not commit to a second color pack 1. put yourself in a position where you have one main colors and two splashes. decide which is which p2, prioritize mana fixing and generally try to draft good cards. I've drafted three times, twice as bant and once as rakdos, and the archetypes look pretty varied. it isn't ROE, but it's a great format. just pick up those two drops early, and try to have as much X/4 creatures as possible. stopping aggro is key if you wanna cast that 6-drop.
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I forced Izzet at a pre-re draft and went 3-0. I first picked Epic Experiment to take the only Izzet card from the first pack and didn't play it. lol My only rare was Sphinx of the Chimes and I only drew it twice. Some flying, some removal, some bouncer dudes, izzet charm, staticasters, backlash, double Frostburn Weird.
JAMMIT DIM! I'm a DOCTOR not a DECKBUILDER!
1) I usually take them over anything but bombs, removal, and the most efficient creatures though I may be overrating the fixing element of this format.
2) About the same as Guildgates, though if you see the Keyrune and Gate for the same guild I would always take the Keyrune over the Gate. Also I would probably never run them off color unless you have some way to activate them. A Keyrune you can't activate is just a bad Manalith and it's unlikely you really need that extra ramp.
3) I think splashing is fine since there's so much fixing but going base 2 colors seems a lot better then going straight 3 colors.
4) I mean, BREAD is mostly for newer players but you can still apply it here. Just fit fixing in there somewhere (usually between R and E for me as I said before). As always though don't strictly adhere to it, you have to be felxible and make judgment calls depending on where you are in the draft, synergies with your pool, etc. If you think your mana is bad then taking some fixing over a 6 mana removal is probably a reasonable thing to do.
5) Removal, efficiently costed creatures, fixing (preferably something like Transguild Promenade which you'll play no matter what or something like Gatecreeper Vine that keeps your options more open. First picking a Guildgate probably isn't the best place to be).