Tips for my first SOM draft

  • #1
    Hi everyone.
    I was wondering if you could give me some tips for my first som draft

    •what color(s) are the best? should I try to force those colors?
    •I heard 3 toughness is king. Is this true?
    •Since som is mostly artifacts how high a pick should artifact hate go?
    •What are the normal architypes? should they be forced?

    Anything else would be very helpful.

    Thanks in advance

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  • #2
    Quote from Raptor1210
    Hi everyone.
    I was wondering if you could give me some tips for my first som draft

    •what color(s) are the best? should I try to force those colors?
    •I heard 3 toughness is king. Is this true?
    •Since som is mostly artifacts how high a pick should artifact hate go?
    •What are the normal architypes? should they be forced?

    Anything else would be very helpful.

    Thanks in advance


    -This is a big can of worms, but I wouldn't force anything. I personally think that red/white is great, but I've done a lot of other color combos lately when WR has been cut, to fair success.
    Infect is pretty hard to draft, and blue has some bad matchups, but ultimately any well-built deck can win. Ideally I'd lean towards W/R.

    -3 toughness blocks well in this format and lives through some removal. It's sort of a benchmark for a "big" creature, but don't look at a 3/3 for 5 as a huge gift.

    -Artifact removal is very good. Especially revoke existence, which deals with perilous myr and darksteel axe. If you played old school mirrodin draft, artifact removal is only *slightly* lower in SoM.

    -Archetypes are pretty fluid because of all the artifacts. I wouldn't focus on forcing. Just keep your brain humming during the draft.
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  • #3
    Quote from Raptor1210

    •what color(s) are the best? should I try to force those colors?


    the best color depends on what archetype you are going for. this is a very archetype driven format so its not so easy to just say "force white" or whatever you might have had in mind.

    i'll say that Red and White are both very deep colors with many archetype possibilities. Green and Black are deep colors but they are at odds with themselves. Both colors have a bunch of infect cards that are only good in infect decks and then they have their non-infect cards which are playable in almost every deck. The colors as a whole are deep but each half of the color is shallow. Infect Green is shallow and Non-Infect Green is shallow. The color is deep enough so one drafter can take the infect stuff and another drafter can take the non-infect stuff. but you can't do both so it can be frustrating if too many people compete to be the Infect Green drafter, for example. Blue i feel is somewhat shallow in this format. it can be very good but its good commons are at risk of drying up quickly. it can be frustrating as well.


    •I heard 3 toughness is king. Is this true?
    not particularly. there's a reasonable amount of 3 power creatures and plenty of removal spells that can kill 3 toughness. i'd say 5 toughness is a real benchmark number. that gives immunity to Grasp of Darkness, metalcraft Galvanic Blast, and ability to block metalcraft Chrome Steed, Carapace Forger, Ghalma's Warden, etc.

    but i wouldn't worry too much about this, defensive creatures are not that important and almost nothing else has 5 toughness.


    •Since som is mostly artifacts how high a pick should artifact hate go?
    by artifact hate you mean Shatter (and other similar cards)? pretty damn high. some decks play with as many as 16 artifacts. there are basically no decks with zero artifacts, though the Infect deck has somewhat fewer than usual. But still, every deck plays alot of artifact and artifact removal is very valuable. its about as good as creature removal in this format.


    •What are the normal architypes? should they be forced?
    i don't think forcing is ever a good idea. its just crude and prone to malfunctioning if the drafter to your right doesn't pass you what you need. the format is deep enough that it should produce 5 or 6 decks at a table that are capable of winning the whole thing. you don't have to gamble and try to be the one guy with a 3-0 deck. just draft a good deck and then win with your play skill.

    as far as usual archetypes, there are alot. the two broad categories are Metalcraft and Infect. but there's more than 2. and there's more than one flavor of each of those archetypes anyway. too much to get into alot of detail in this post. its a very deep complex format.
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