So I haven't really played magic in a couple of years. When I played properly last time Lorwyn was the big new thing. So I don't have a clue about the current T2 Metagame. Now, I am going to read around here a bit but I was hoping that someone could give me a status update of sorts. I used to be a good player and I know the basics, but I am mostly for fun trying out a last chance qualifier for the nationals in my country on Saturday. Its a sealed deck constructed.
What I would like to know is:
What new rules/complicated abilities are there that I need to know of?
How are colour combinations in the current T2 sealed?
I know the basics about playing limited, but is there anything special (cards, combos, colours, etc) that I should be aware of and is different for this meta?
So yeah, I really would appreciate the help. I don't expect to actually qualify, but considering I used to be a good player it would be cool to not make a complete ass off myself
oh and btw: For those newcomers that doesn't recognize me I used to be a global mod/T2 Mod/Clan Mod on these forums
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What new rules/complicated abilities are there that I need to know of?
Annihilator is the flashy ability of RoE, but leveling and spawn tokens are probably the key to RoE. Nothing really complicated, but levelers are a bit difficult to evaluate right off the bat. For example, Halimar Wavewatch looks pretty so-so at first, but is actually perfect for the format.
As for rules, damage no longer uses the stack. The rest of the changes introduced in M10 were pretty small and really don't come up very often at all. Here's a link to the complete list:
How are colour combinations in the current T2 sealed?
I don't have a link, but the stats I read showed that some combo of the Jund colors (G/R/B) are usually dominant in RoE sealed. Lots of spawn creation and removal.
I know the basics about playing limited, but is there anything special (cards, combos, colours, etc) that I should be aware of and is different for this meta?
Dawnglare Invoker can steal games by itself. As I'm sure you know though, there's no substitution for first-hand experience. Get on MTGO if you can and draft a couple rounds of swiss. Watching some of LSV's draft videos over on channelfireball can help get your feet wet too.
-One red open doesn't represent any sort of instant speed shock variant any more. First time in a set since Kamigawa where "R" on your opponent's turn doesn't mean much of anything. Red still has awesome removal, but the 1 cmc spells are sorceries.
-Blue has pacifism in narcolepsy now, and regress is pretty insane because of levelers/umbras/guys-cast-using-spawn. Blue is a removal color in this set.
-Draw first. Almost without exception in ROE sealed.
-"Goodstuff" decks fail hard in this format. You want to have an archetype/plan, not just a pile of good cards.
-People will say this format is slow, but beware of ponderous, dawdling decks. The format is slow because of the cards on both sides of the table. If your deck is vulnerable and slow, it will die to levellers, and then I will tease you about losing to levellers.
-Umalog's Crusher is castable. Beware of the more expensive eldrazi.
--
The way I see it, you really want to build a deck around blue or green.
BLUE/black/red - Really solid deck that basically takes advantage of playing three removal colors. You kill things early and win the game with a few finishers and cards like Lust for War.
GREEN/black/red - Some kind of token/ramp deck with good black and red removal backing up giant green monsters. Pelakka Wurm is a god.
To me, those are the tier 1 sealed decks. You don't need to have three colors for them to work, though. You can be UR, UB, GR, GB.
BLUE/black/white Levellers - Exactly what it sounds like. White having worse removal and clunkier creatures than normal makes this deck rely heavily on it's good blue cards. Can be UB or UW. Levelers doesn't tolerate fixing as well as other decks, since you want to be spending mana each turn, so going actual Ubw is not the best way to go.
G/W Auras - Sometimes you get two aura gnarlids, some totem guide hartebeests, and some good auras. This deck can be very good, but usually lacks depth.
G/x - This deck is grabbing every bomb and fixer at the table and making five color control. It's hilarious and deadly if you open well. Probably doesn't work in sealed.
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What I would like to know is:
What new rules/complicated abilities are there that I need to know of?
How are colour combinations in the current T2 sealed?
I know the basics about playing limited, but is there anything special (cards, combos, colours, etc) that I should be aware of and is different for this meta?
So yeah, I really would appreciate the help. I don't expect to actually qualify, but considering I used to be a good player it would be cool to not make a complete ass off myself
oh and btw: For those newcomers that doesn't recognize me I used to be a global mod/T2 Mod/Clan Mod on these forums
[thread=41221][my extendo sig][/thread] [thread=56664][moderator helpdesk][/thread] [Pen and Paper Inn]
Just add me on msn if you have any questions or just want to talk
Annihilator is the flashy ability of RoE, but leveling and spawn tokens are probably the key to RoE. Nothing really complicated, but levelers are a bit difficult to evaluate right off the bat. For example, Halimar Wavewatch looks pretty so-so at first, but is actually perfect for the format.
As for rules, damage no longer uses the stack. The rest of the changes introduced in M10 were pretty small and really don't come up very often at all. Here's a link to the complete list:
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/42a
I don't have a link, but the stats I read showed that some combo of the Jund colors (G/R/B) are usually dominant in RoE sealed. Lots of spawn creation and removal.
Dawnglare Invoker can steal games by itself. As I'm sure you know though, there's no substitution for first-hand experience. Get on MTGO if you can and draft a couple rounds of swiss. Watching some of LSV's draft videos over on channelfireball can help get your feet wet too.
-One red open doesn't represent any sort of instant speed shock variant any more. First time in a set since Kamigawa where "R" on your opponent's turn doesn't mean much of anything. Red still has awesome removal, but the 1 cmc spells are sorceries.
-Blue has pacifism in narcolepsy now, and regress is pretty insane because of levelers/umbras/guys-cast-using-spawn. Blue is a removal color in this set.
-Draw first. Almost without exception in ROE sealed.
-"Goodstuff" decks fail hard in this format. You want to have an archetype/plan, not just a pile of good cards.
-People will say this format is slow, but beware of ponderous, dawdling decks. The format is slow because of the cards on both sides of the table. If your deck is vulnerable and slow, it will die to levellers, and then I will tease you about losing to levellers.
-Umalog's Crusher is castable. Beware of the more expensive eldrazi.
--
The way I see it, you really want to build a deck around blue or green.
BLUE/black/red - Really solid deck that basically takes advantage of playing three removal colors. You kill things early and win the game with a few finishers and cards like Lust for War.
GREEN/black/red - Some kind of token/ramp deck with good black and red removal backing up giant green monsters. Pelakka Wurm is a god.
To me, those are the tier 1 sealed decks. You don't need to have three colors for them to work, though. You can be UR, UB, GR, GB.
--
Tier 2
Blue/Red Tempo - Kiln Fiend/Valakut Fireboar/Distortion Strike. The heart of a blue/red tempo deck. Probably hard to pull off in sealed, though.
BLUE/black/white Levellers - Exactly what it sounds like. White having worse removal and clunkier creatures than normal makes this deck rely heavily on it's good blue cards. Can be UB or UW. Levelers doesn't tolerate fixing as well as other decks, since you want to be spending mana each turn, so going actual Ubw is not the best way to go.
G/W Auras - Sometimes you get two aura gnarlids, some totem guide hartebeests, and some good auras. This deck can be very good, but usually lacks depth.
BR tokens - Tokens without green or ramp. Focuses less on bombs, more on kill conditions like raid bombardment, bloodthrone vampire, pawn of umalog, etc. Can be very powerful.
G/x - This deck is grabbing every bomb and fixer at the table and making five color control. It's hilarious and deadly if you open well. Probably doesn't work in sealed.