My buddy hosted a sealed group for us with a box of Kaladesh. I had some nutty pulls, and I may have overextended trying to play with everything. Here's my list:
I did alright among the table, but still lost a few to some stupid misplays. Sometimes I seemed to run out of gas as well. Any thoughts on things I could added or changed? I'm not super familiar with the set so I just kind of grabbed what seemed good unsure if it actually was. Any help would be appreciated! Thanks!
The blue and green cards in the pool are so much better than the other colors that I think it's clear that you're playing those colors, so the main thing to figure out is what artifacts to supplement it, and whether or not to splash for a third color. Looking at just your GU deck, we have the following:
Some explanations for specific card choices:
Era of Innovation - I normally don't like the card, but with double puzzleknots and a bunch of incidental energy producers, this seems to make the cut.
Narham Cobra - Great in any green deck, and an auto include as your second and third 2 drop.
Prakhata Pillar Bug - Pure filler, but with 2 hunt the weaks in your pool, I really want the third 3 drop for the curves.
Disappearing Act - Your deck could use an instant for the gearhulk, and casting this on a puzzleknot feels pretty good.
Thriving Turtle - When you have this many energy producers, this guy becomes insane as a 1 mana 3/6.
This deck honestly seems good enough to just play without diluting it for the red splash, and is what I would go with.
Your rare and mythic pulls are astonishing! Quick run-through:
-white is deep in playables and has a bomb in Fumigate
-blue is deep, has removal, a major bomb in gearhulk, and possible game-changer in Padeem
-black is far too thin in playables, and has nothing worth splashing
-red is pretty weak, but has Harnessed Lightning that could be splashed
-green is low on playables, but the powerlevel is very high
-gold: Voyager and Rashi are both powerful and fit with your two best colors
-artifact/land: nothing particularly powerful. Cobra is decent, especially in green. Worth noting a Prism and a Hub if we consider splashing.
In sum, I believe you have to play UG. The main weaknesses then are a lack of early game plays and removal. I think NorthernPolarity's deck is fine, but I don't like Glassblower's Puzzleknot, Disappearing Act and Era of Innovation. I would replace these with 2x Eager Construct, Select for Inspection and Revolutionary Rebuff. Alternatively, if you're feeling bold, 1x Eager construct, Wild Wanderer, Harnessed Lightning and Saheeli (+1 Prism, +1 Mountain, -1 Forest, -1 Riparian Tiger).
1) How do I get your luck with Mythic/money pulls?
2) Blue, duh. Black is useless. Red has Harnessed Lightning, but too few creatures to be a main color. White has depth and Fumigate. I was going to suggested UW control (maybe splashing a 3rd color) until I saw your green. Green is very strong. Not only is there high power level, but there's more depth than it appears if you count those 2 Cobras as green 2-drops.
3) If you are playing 3 colors, never play true tri-color like that with a 5-5-5 manabase and with early drops in all colors. That's asking to lose to variance. For tri-color, pick 2 main colors and then just splash the third (e.g. for Saheeli Rai and Harnessed Lightning).
4) The green and blue puzzleknots seem weak. Energy is good when you can abuse it, but are these worth a full card in Limited? You're basically spending a card to give Thriving Turtle a +1/+1 counter or temporarily buff Riparian Tiger for 1 extra combat. That suffers from the weaknesses of bad Auras and sorcery speed pump. Why not just run Minister of Inquiries at that point? 1/2s are bad, but is it worse than an artifact that just sits around? It gives you 2 energy for less mana and can at least chump block and crew Sky Skiff.
I think you have enough power to play UG only. And because you have UU and GG costs, I'd avoid dipping into a 3rd color, even though you are losing a removal and a planeswalker. Consistency is important in this fast format.
I'm tempted to cram in Disappearing Act just because of the insane synergy with Torrential Gearhulk and because of the lack of other targets for it, but I don't know what I'd cut for it. Maybe Sky Skiff.
(Act in the GY lets you flash in Gearhulk as a freaking huge Mystic Snake. With Gearhulk on the battlefield and Act in hand, you can cast Act to counter something, bouncing Gearhulk to your hand. You can then Gearhulk into Act later, or just flash Gearhulk in to eat an attacker or Select for Inspection or something.)
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White
Built to Last
Fragmentize
Tasseled Dromedary
Aviary Mechanic
Pressure Point
Trusty Companion
Glint-Sleeve Artisan
Consulate Surveillance
Propeller Pioneer
Thriving Ibex
Inspired Charge
Visionary Augmenter
Skyswirl Harrier
Fumigate
Blue
Select for Inspection
Thriving Turtle
Minister of Inquiries
Select for Inspection
Aether Meltdown
Era of Innovation
Revolutionary Rebuff
Dramatic Reversal
Wind Drake
Disappearing Act
Malfunction
Padeem, Consul of Innovation
Weidfast Wingsmith
Failed Inspection
Torrential Gearhulk
Gearseeker Serpent
Black
Rush of Vitality x3
Thriving Rats x2
Foundry Screecher
Mind Rot
Weaponcraft Enthusiast
Dukhara Scavenger x2
Red
Renegade Tactics x3
Thriving Grubs
Cathartic Reunion
Harnessed Lightning
Reckless Fireweaver
Maulfist Doorbuster
Start Your Engines
Spontaneous Artist
Wayward Giant
Green
Servant of the Conduit
Hunt the Weak x3
Wild Wanderer
Nissa, Vital Force
Peema Outrider
Riparian Tiger
Cowl Prowler
Multi
Unlicensed Disintegration
Engineered Might
Saheel Rai
Empyreal Voyager
Rashmi, Eternities Crafter
Artifact
Glassblower’s Puzzleknot x2
Prophetic Prism
Woodweaver’s Puzzleknot
Cogworker’s Puzzleknot x2
Eager Construct x2
Narnam Cobra x2
Perpetual Timepiece
Sky Skiff
Torch Gauntlet
Prakhata Pillar-Bug
Dukhara Peafowl
Aradara Express
Self-Assembler
Demolition Stomper
Land
Aether Hub
1x Minister of Inquiries
1x Reckless Fireweaver
1x Servant of the Conduit
1x Empyreal Voyager
1x Padeem, Consul of Innovation
1x Weirdfast Wingsmith
1x Spontaneous Artist
1x Wild Wanderer
1x Rashmi, Eternities Crafter
1x Wayward Giant
1x Torrential Gearhulk
1x Gearseeker Serpent
1x Select for Inspection
1x Dramatic Reversal
1x Harnessed Lightning
Sorceries
1x Cathartic Reunion
1x Hunt the Weak
Enchantments
1x Malfunction
Artifacts
1x Glassblower's Puzzleknot
1x Prophetic Prism
1x Woodweaver's Puzzleknot
1x Saheel Rai
1x Nissa, Vital Force
Lands
1x Aether Hub
5x Forest
6x Island
5x Mountain
I did alright among the table, but still lost a few to some stupid misplays. Sometimes I seemed to run out of gas as well. Any thoughts on things I could added or changed? I'm not super familiar with the set so I just kind of grabbed what seemed good unsure if it actually was. Any help would be appreciated! Thanks!
1x Servant of the Conduit
2x Narham Cobra
1x Empyreal Voyager
1x Wind Drake
1x Prakhata Pillar Bug
1x Dukhara Peafowl
1x Padeem, Consul of Innovation
1x Weldfast Wingsmith
1x Rashmi, Eternities Crafter
1x Peema Outrider
1x Nissa, Vital Force
1x Torrential Gearhulk
1x Gearseeker Serpent
1x Aether Meltdown
2x Hunt the Weak
1x Malfunction
2x Glassblower's Puzzleknot
1x Disappearing Act
1x Era of Innovation
9x Forest
7x Island
Some explanations for specific card choices:
Era of Innovation - I normally don't like the card, but with double puzzleknots and a bunch of incidental energy producers, this seems to make the cut.
Narham Cobra - Great in any green deck, and an auto include as your second and third 2 drop.
Prakhata Pillar Bug - Pure filler, but with 2 hunt the weaks in your pool, I really want the third 3 drop for the curves.
Disappearing Act - Your deck could use an instant for the gearhulk, and casting this on a puzzleknot feels pretty good.
Thriving Turtle - When you have this many energy producers, this guy becomes insane as a 1 mana 3/6.
This deck honestly seems good enough to just play without diluting it for the red splash, and is what I would go with.
-white is deep in playables and has a bomb in Fumigate
-blue is deep, has removal, a major bomb in gearhulk, and possible game-changer in Padeem
-black is far too thin in playables, and has nothing worth splashing
-red is pretty weak, but has Harnessed Lightning that could be splashed
-green is low on playables, but the powerlevel is very high
-gold: Voyager and Rashi are both powerful and fit with your two best colors
-artifact/land: nothing particularly powerful. Cobra is decent, especially in green. Worth noting a Prism and a Hub if we consider splashing.
In sum, I believe you have to play UG. The main weaknesses then are a lack of early game plays and removal. I think NorthernPolarity's deck is fine, but I don't like Glassblower's Puzzleknot, Disappearing Act and Era of Innovation. I would replace these with 2x Eager Construct, Select for Inspection and Revolutionary Rebuff. Alternatively, if you're feeling bold, 1x Eager construct, Wild Wanderer, Harnessed Lightning and Saheeli (+1 Prism, +1 Mountain, -1 Forest, -1 Riparian Tiger).
1) How do I get your luck with Mythic/money pulls?
2) Blue, duh. Black is useless. Red has Harnessed Lightning, but too few creatures to be a main color. White has depth and Fumigate. I was going to suggested UW control (maybe splashing a 3rd color) until I saw your green. Green is very strong. Not only is there high power level, but there's more depth than it appears if you count those 2 Cobras as green 2-drops.
3) If you are playing 3 colors, never play true tri-color like that with a 5-5-5 manabase and with early drops in all colors. That's asking to lose to variance. For tri-color, pick 2 main colors and then just splash the third (e.g. for Saheeli Rai and Harnessed Lightning).
4) The green and blue puzzleknots seem weak. Energy is good when you can abuse it, but are these worth a full card in Limited? You're basically spending a card to give Thriving Turtle a +1/+1 counter or temporarily buff Riparian Tiger for 1 extra combat. That suffers from the weaknesses of bad Auras and sorcery speed pump. Why not just run Minister of Inquiries at that point? 1/2s are bad, but is it worse than an artifact that just sits around? It gives you 2 energy for less mana and can at least chump block and crew Sky Skiff.
I think you have enough power to play UG only. And because you have UU and GG costs, I'd avoid dipping into a 3rd color, even though you are losing a removal and a planeswalker. Consistency is important in this fast format.
1 Thriving Turtle
2 Narnam Cobra
1 Servant of the Conduit
1 Eager Construct
1 Sky Skiff
1 Empyreal Voyager
1 Wind Drake
1 Prakhata Pillar-Bug
1 Peema Outrider
1 Padeem, Consul of Innovation
1 Rashmi, Eternities Crafter
1 Dukhara Peafowl
1 Riparian Tiger
1 Torrential Gearhulk
1 Gearseeker Serpent
1 Nissa, Vital Force
//Spells: 6
1 Select for Inspection
1 Aether Meltdown
1 Revolutionary Rebuff
1 Malfunction
2 Hunt the Weak
//Lands: 17
1 Aether Hub
8 Forest
8 Island
I'm tempted to cram in Disappearing Act just because of the insane synergy with Torrential Gearhulk and because of the lack of other targets for it, but I don't know what I'd cut for it. Maybe Sky Skiff.
(Act in the GY lets you flash in Gearhulk as a freaking huge Mystic Snake. With Gearhulk on the battlefield and Act in hand, you can cast Act to counter something, bouncing Gearhulk to your hand. You can then Gearhulk into Act later, or just flash Gearhulk in to eat an attacker or Select for Inspection or something.)