And a more specific rule of thumb, how many of each do you want in your deck when drafting Gatecrash?
Also, when doing paper drafts at your LGS, how do you guys keep track of how many creatures vs. removal vs. cc of each vs. whatever? By pack three I'm holding over 30 cards in my hand so I have yet to find an easy to way to sort everything that doesn't slow down the draft.
I mostly focus on my creature curve at my LGS, so that's why I only listed creatures.
Also, when doing paper drafts at your LGS, how do you guys keep track of how many creatures vs. removal vs. cc of each vs. whatever?
As a rule of thumb, I don't play a deck with less than 12 creatures, so I'm often only really keeping track of my creature count. I make my picks based on which card is flat out better unless I am behind on my creature count - I can usually remember if I am behind on 2 drops or 3 drops at the current stage in the draft.
It varies so much between guilds and drafts, that a general rule is kind of impossible. That being said, 2 drops are reallllly important in GTC. In RTR it was mainly 3 drops.
I mostly focus on my creature curve at my LGS, so that's why I only listed creatures.
As a rule of thumb, I don't play a deck with less than 12 creatures, so I'm often only really keeping track of my creature count. I make my picks based on which card is flat out better unless I am behind on my creature count - I can usually remember if I am behind on 2 drops or 3 drops at the current stage in the draft.
With that being said, the cc thing for Gruul could change if you HAPPEN to get a Gruul Ragebeast. But, as a general rule, that seems what I have nomally seen from Gruul.
With simic you want as many cloudfin raptor as you can get. And the 2 or 3 drops really depend on the strength and toughness in order to evolve the rest of your creatures.
With dimir you want as many 2 drops with flying as you can get. big drops don't matter as much because dimir's plan is to lock down the board with hands of binding and removal.
But like NoHeavenNoHell said, 2 drops are the real threat in this format.
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1cc spells
2cc spells
3cc spells
4cc spells
5cc spells
6cc+ spells
And a more specific rule of thumb, how many of each do you want in your deck when drafting Gatecrash?
Also, when doing paper drafts at your LGS, how do you guys keep track of how many creatures vs. removal vs. cc of each vs. whatever? By pack three I'm holding over 30 cards in my hand so I have yet to find an easy to way to sort everything that doesn't slow down the draft.
1x 1cc creatures
5x 2cc creatures
4x 3cc creatures
2x 4cc creatures
1x 5cc creatures
0x 6cc+ creatures
I mostly focus on my creature curve at my LGS, so that's why I only listed creatures.
As a rule of thumb, I don't play a deck with less than 12 creatures, so I'm often only really keeping track of my creature count. I make my picks based on which card is flat out better unless I am behind on my creature count - I can usually remember if I am behind on 2 drops or 3 drops at the current stage in the draft.
Standard:
RW Boros devotion/Purphoros combo
RGB Jund Midrange
Modern:
WB Martyr.proc
With that being said, the cc thing for Gruul could change if you HAPPEN to get a Gruul Ragebeast. But, as a general rule, that seems what I have nomally seen from Gruul.
New to Commander? Read the Above article.
With dimir you want as many 2 drops with flying as you can get. big drops don't matter as much because dimir's plan is to lock down the board with hands of binding and removal.
But like NoHeavenNoHell said, 2 drops are the real threat in this format.