I'm an old player who retired for a bit (note my join date/post count/etc) who was very very active in the Magic community for about two years. After that college came, dashing my hopes of having the funds for serious play for a little while. Because of this, I have completely disregarded Magic for a bit, only picking up enough TS packs to packwar with occasionally, not learning the net at all. Unfortunately, Christmas changed everything.
I am now sitting here with the promise of transportation, admission, and entry into a round for the Planar Chaos Prerelease in Orlando, Florida. I am not one to half-ass things, so I plan on going prepared. Unfortunately, I don't know TS at all. So this is what I'm gonna do: I'm gonna buy a box about a week before and do a few four-man drafts to sniff out the format. Unfortunately, my experience with TS, as limited as it is, has clearly indicated that this set is insane, with swingy bombs at all rarities capable of pulling decks into a third color or forcing a color as late as pack three. Because of this, I realize that a few drafts will not be enough to get a handle on the format alone. To solve that, here I am, asking for advice. What is the format for TS drafting right now, in your eyes? What is strong without bombs, what bombs are broken, what should I look for? What card shouts "PICK ME PICK Me" in a deafening cantor louder and prouder than every other card in the set?
In short, what the hell am I doing when I pop pack 1?
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I have no extendo-sig. Sorry, I'm just not vain enough to think someone will click on it.
I haven't exactly mastered the format myself, but I do have one tip: 3xTSp draft is much more about tempo than card advantage.
This means that a completely broken 7-drop is not really a bomb, whilst apparent chaff like Fortify is actually really good.
Oh, and I've though of something else: the set also has a "ping" theme. So the ability to deal one damage to a target (or give it -1 toughness) is more use than it normally is. Correspondingly, having 1 toughness is more of a liability than it usually is.
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(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Tromp the Domains is rediculous. I have passed many, many rare bombs to take this card. It fits the tempo very well in the same way Overrun always did, you play a few creatures up your curve then turn 6 BAM +3/+3(on average. Sometimes you get lucky and get +4 or 5. Even +2/+2 is not bad) and trample to all your guys. But as said tempo is EXTREMELY important in this format
Some of you may have been in shock since we invaded Canada and Mexico, but fear not, it was for a good cause. Now that we conrol North America, we produce an extra 5 armies a turn.^_^
Some of you may have been in shock since we invaded Canada and Mexico, but fear not, it was for a good cause. Now that we conrol North America, we produce an extra 5 armies a turn.^_^
the one thing i can say about this format: creatures with echo (aside from firemaw kavu, subbterainian shambler, and to a small extent mog war marshall) are almost entirely unplayable. You lose so much tempo, and with every color but green having one or more viable answers to them, alot of times you'll find yourself paying a significant portion of your mana twice for nothing.
Not as good as it looks at first sight, perhaps, but still a perfectly respectable maindeck card. Not even close to unplayable.
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Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
You really just need to embrace the rage. I keep a small colony of hamsters next to my computer and every time I lose a match to mana screw I throw one against the wall.
the one thing i can say about this format: creatures with echo (aside from firemaw kavu, subbterainian shambler, and to a small extent mog war marshall) are almost entirely unplayable. You lose so much tempo, and with every color but green having one or more viable answers to them, alot of times you'll find yourself paying a significant portion of your mana twice for nothing.
I wouldn't go so far as to say nothing though. If they have to use removal, thats a whole lot more than nothing.
What kind of crazy formats are Wizards making these days!? I really have to draft this set!
Its playable as the top of the curve in WR, and its clearly playable in a BR deck, as it is the type of decent sized creature you need to win with such decks.
but yes, fortify is good in this format gamer.
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I love Joboman, Poggy, Niv, and Vezok, because, while they may not be the best players, they still try to win. Having fun is the most important thing to a game, but I've learned that if you don't try to win, then you're ruining everyone else's fun.
Its playable as the top of the curve in WR, and its clearly playable in a BR deck, as it is the type of decent sized creature you need to win with such decks.
but yes, fortify is good in this format gamer.
WR, possibly; BR, definitely. But I never play these combinations, at least in draft. Note Flamecore is always good in Sealed by the way.
In UR and GR, the combinations I favor, it's very bad to unplayable though.
You really just need to embrace the rage. I keep a small colony of hamsters next to my computer and every time I lose a match to mana screw I throw one against the wall.
Why would you favor GR over WR in draft? GR is fine in sealed most of the time, but I would almost always prefer to draft WR over GR. It's both more consistent and more aggressive.
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'Welcome to Mafia Salvation', it said, 'Population: 3,660.' And someone, they never figured out who, had painted on the sign in red letters: '1,831 to lynch.'
I find white to be quite weak. In a recent PTQ top 8 for example, there were only two white drafters at the table; I fed one of them all the white (I opened Griffin Guide, shipped it, and passed lots of white). The one I fed was nearly mono-white; the other WR. Both were very good players. Neither made it past the quarters. The general consensus about WR around here is that it seems ok, but it just doesn't win.
Why? Green's creatures are, imo, simply better than white's. I actually drafted GR at that table, the kind of deck I like: Search for Tomorrow, Halberdier, Coal Stokers, Warrens. (Strength in Numbers too, though I didn't have any in that particular draft.)
You really just need to embrace the rage. I keep a small colony of hamsters next to my computer and every time I lose a match to mana screw I throw one against the wall.
I still haven't quite worked out why everyone thinks the White deck is W/R.
White is all about getting an early damage lead, then doing one of the following:
* Alpha strike using Fortify FTW.
* Ivory Giant taps the enemy army FTW.
* Evasion damage trickles through FTW.
Red adds nothing to any of those plans.
Yes, I sometimes play W/R decks, but there's no real synergy there it's just that Monowhite isn't always good enough in terms of card quality so you add in whatever you drafted.
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(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
As someone who is not very good at drafting, but does a lot of it anyway, I will put in my two cents.
My first experience with draft was with Rav/Rav/Rav, then a lot of RGD. I finally got a hold of the format and started drafting fairly successfully. I was disappointed when Tsp came out and discovered that there was once again a learning curve for me in the format.
The first mistake I made was not being familiar enough with the cards. With so many tricks and the sub-theme of flash creatures there are a lot of things you need to be ready for. It is very easy to be surprised in time spiral (even though it may not seem that way at first glance with all the suspend cards).
I had to get used to playing a draw-go style more often than I was accustumed to simply because of the huge number of cards that can be played at instant speed. I also am still trying to figure out when it is best to play some of the flash creatures. Sometimes it is too tempting to wait for the perfect mid combat moment, when all you need is more bodies on the board. Playing them at the end of your oppenent's turn can be the best option sometimes.
It appears that I have started to figure out the format faster than I did with RGD. I have started to win more regularly, but I think largely for the wrong reasons. Most of the times I have won, it is because I have been fortunate enough to simply have a lot of bombs. This is a very swingy format where a bad player (like me) can beat a very good player simply because he opened (and was passed) the best cards.
For example: This week I was involved in a draft online. In the second round I played a guy who was rated in the 1800s. I ended up winning, but not because I played the best game. He ended up getting so frustrated that he swore off magic forever and called me the worst player he had ever seen. (that was not the first time that has happened to me.) To his credit in one game alone I made two glaring misplays that he obviously noticed, and I kept top-decking the cards I needed.
So what I have learned is that because luck plays a much bigger role in the drafting process, worse players can get lucky more often than in other formats.
A few other points:
Get to know the cards very well.
Make sure that you understand how certain card tricks can work like Momentary Blink.
Don't always take cards at face value. Many cards are better than they look.
Don't get sucked into green without good reason. Green gets passed around a lot simply because it is weak.
Black has lots of removal, but not the most consistant creature base. Be wary.
And on a fairly randomn note, my favorite combo is the Lightning Axe/Dark Withering awesomeness.
Hopefully this has been somewhat useful, and remember, don't be caught off guard when a worse player beats you. It just happens from time to time.
Yes, I sometimes play W/R decks, but there's no real synergy there it's just that Monowhite isn't always good enough in terms of card quality so you add in whatever you drafted.
I agree. I've watched a lot of online replays and I see white/red win a lot, but white does all the heavy lifting and red is just filler. Maybe an Ironclaw Buzzadiers for an evasive guy. That actually describes a lot of W/X decks, white does the work and the other color is along for the ride for the most part. At least WU gives you Blink flashback and WG gives you Thrill of the Hunt and some beaters slightly higher than the white curve.
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I am now sitting here with the promise of transportation, admission, and entry into a round for the Planar Chaos Prerelease in Orlando, Florida. I am not one to half-ass things, so I plan on going prepared. Unfortunately, I don't know TS at all. So this is what I'm gonna do: I'm gonna buy a box about a week before and do a few four-man drafts to sniff out the format. Unfortunately, my experience with TS, as limited as it is, has clearly indicated that this set is insane, with swingy bombs at all rarities capable of pulling decks into a third color or forcing a color as late as pack three. Because of this, I realize that a few drafts will not be enough to get a handle on the format alone. To solve that, here I am, asking for advice. What is the format for TS drafting right now, in your eyes? What is strong without bombs, what bombs are broken, what should I look for? What card shouts "PICK ME PICK Me" in a deafening cantor louder and prouder than every other card in the set?
In short, what the hell am I doing when I pop pack 1?
I have no extendo-sig. Sorry, I'm just not vain enough to think someone will click on it.
This means that a completely broken 7-drop is not really a bomb, whilst apparent chaff like Fortify is actually really good.
Oh, and I've though of something else: the set also has a "ping" theme. So the ability to deal one damage to a target (or give it -1 toughness) is more use than it normally is. Correspondingly, having 1 toughness is more of a liability than it usually is.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
:banghead:Fixed, because I'm idiot
Not as good as it looks at first sight, perhaps, but still a perfectly respectable maindeck card. Not even close to unplayable.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
In draft, Flamecore is terrible. Not "total chaff" but "you should feel bad if it's in your maindeck".
Mogg War Marshal is quite good though, especially in UR.
SB Flamecore in against stupid green fat. I'd MD it if I had no 5-drops and feel, while not happy, not completely stupid about it either.
I wouldn't go so far as to say nothing though. If they have to use removal, thats a whole lot more than nothing.
What kind of crazy formats are Wizards making these days!? I really have to draft this set!
Its playable as the top of the curve in WR, and its clearly playable in a BR deck, as it is the type of decent sized creature you need to win with such decks.
but yes, fortify is good in this format gamer.
Logical Reasoning is dead; Long Live Stupidity
WR, possibly; BR, definitely. But I never play these combinations, at least in draft. Note Flamecore is always good in Sealed by the way.
In UR and GR, the combinations I favor, it's very bad to unplayable though.
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Why? Green's creatures are, imo, simply better than white's. I actually drafted GR at that table, the kind of deck I like: Search for Tomorrow, Halberdier, Coal Stokers, Warrens. (Strength in Numbers too, though I didn't have any in that particular draft.)
White is all about getting an early damage lead, then doing one of the following:
* Alpha strike using Fortify FTW.
* Ivory Giant taps the enemy army FTW.
* Evasion damage trickles through FTW.
Red adds nothing to any of those plans.
Yes, I sometimes play W/R decks, but there's no real synergy there it's just that Monowhite isn't always good enough in terms of card quality so you add in whatever you drafted.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
My first experience with draft was with Rav/Rav/Rav, then a lot of RGD. I finally got a hold of the format and started drafting fairly successfully. I was disappointed when Tsp came out and discovered that there was once again a learning curve for me in the format.
The first mistake I made was not being familiar enough with the cards. With so many tricks and the sub-theme of flash creatures there are a lot of things you need to be ready for. It is very easy to be surprised in time spiral (even though it may not seem that way at first glance with all the suspend cards).
I had to get used to playing a draw-go style more often than I was accustumed to simply because of the huge number of cards that can be played at instant speed. I also am still trying to figure out when it is best to play some of the flash creatures. Sometimes it is too tempting to wait for the perfect mid combat moment, when all you need is more bodies on the board. Playing them at the end of your oppenent's turn can be the best option sometimes.
It appears that I have started to figure out the format faster than I did with RGD. I have started to win more regularly, but I think largely for the wrong reasons. Most of the times I have won, it is because I have been fortunate enough to simply have a lot of bombs. This is a very swingy format where a bad player (like me) can beat a very good player simply because he opened (and was passed) the best cards.
For example: This week I was involved in a draft online. In the second round I played a guy who was rated in the 1800s. I ended up winning, but not because I played the best game. He ended up getting so frustrated that he swore off magic forever and called me the worst player he had ever seen. (that was not the first time that has happened to me.) To his credit in one game alone I made two glaring misplays that he obviously noticed, and I kept top-decking the cards I needed.
So what I have learned is that because luck plays a much bigger role in the drafting process, worse players can get lucky more often than in other formats.
A few other points:
Get to know the cards very well.
Make sure that you understand how certain card tricks can work like Momentary Blink.
Don't always take cards at face value. Many cards are better than they look.
Don't get sucked into green without good reason. Green gets passed around a lot simply because it is weak.
Black has lots of removal, but not the most consistant creature base. Be wary.
And on a fairly randomn note, my favorite combo is the Lightning Axe/Dark Withering awesomeness.
Hopefully this has been somewhat useful, and remember, don't be caught off guard when a worse player beats you. It just happens from time to time.
I agree. I've watched a lot of online replays and I see white/red win a lot, but white does all the heavy lifting and red is just filler. Maybe an Ironclaw Buzzadiers for an evasive guy. That actually describes a lot of W/X decks, white does the work and the other color is along for the ride for the most part. At least WU gives you Blink flashback and WG gives you Thrill of the Hunt and some beaters slightly higher than the white curve.