Not sure why everyone is so down on Temur. I had a lot of success at online prerelease drafts. Magicmerl is pretty spot on I think. Whatever the Clan you want 4-5 two drops, lots of morphs and some removal or tempo spells. Good to stay base two colours with splash for third. I played Temur as RGu. In my experience key to playing temur is a) forget the keyword;it's just a bonus but not something to build around;and b) play it as a tempo deck. Temur is not necessarily a fatties deck in my opinion. The blue tempo spells are key.
Played GU splash white for Oblivion ring and divine verdict. Two stand-out cards were setessan tactics (you obviously need a well developed board but it can be absolutely devastating) and aerial formation (usually to let fatties fly in for the win but can also be great on defence.
The green 2/4 monstrosity dude I a workhorse. As is the Satyr that gives a creature a 1/1 counter.
Regret of the day : had the cockatrice in my pool and didn't get to play it once in 11 games.
I rarely board out Magma Jet. The Scry 2 is just too good and you get to recur your Phoenix when doming them. I found this invaluable against MonoB. Other good cards against them are Assemble the Legion, Hammer of Purphoros (amazingly good), Chandra, Wear / Tear and full set of Chained to the Rocks. From my experience their best card against us is Whip of Erebos - lifelink plus recursion is just too much.
Played a few 2-mans and and an 8-man on MODO over the weekend with Jedi Knight's list (pre-Firedrinkers with few minor tweaks) and did very well, going 7-2 overall. Beat MonoU, MonoR and MonoB Devotion lists, RDW, Esper Control and Brad Nelson's Naya midrange/ control. Lost to MonoB in the 8mans final and to a Naya Heroic brew (?!?). As others have said, Big Boros has game against most decks in the current meta.
MODO is indeed full of MonoB and the GP showed why. It's just an absurdly powerful deck. GB seems in a good spot to beat MonoB. It can do the same powerful things but has better answers to key cards, in particular Abrupt Decay and Golgari Charm for Underworld Connections. Three Abrupt Decay with another one in the sideboard seems reasonable.
The list in question is just basically made to crush mono red (and fast aggro in general), which is always overpresented in modo (because the deck is always dirt cheap to build). The modo rdw phenomenon is extra relevant at the moment because people are still lacking Theros cards for other decks (set has been online just a few days).
Good point. Still wonder about the 27 lands though. And what about Shock? Wouldn't that be relevant vs RDW?
Also had Titan of Eternal Fire in a RW deck and found him very mediocre. 5/6 for 6 mana isn't great in this format and the human ping was nice but ultimately too weak. I would have picked the Favoured Hoplite here and tried to go for an aggressive/ heroic base white deck.
Exava + Hydra deck didn't work before rotation. It won't work now with worse mana. More realistic options are Ogre or Hammer as mentioned before but I wonder if hasty hydra is really the thing you want to do in this format. Too slow for aggro, Control surely has ways of dealing with it.
I love Simic but going all in on evolve seems so fragile. Wouldn't you get totally blown out by a single Supreme Verdict? What about splashing black for Golgari Charm to hedge against mass removal? Maybe Lol Troll and Varolz for added resilience?
I am extremely excited for the prospect of drafting Theros after the pre-release. I didn't find it boring at all.
Anyway, since this has turned into a thread about archetypes:
U/W Heroic-Bestow seems like the strongest archetype in the format so far. I opened a ridiculous pool, but even lesser pools following the same archetype were busted. This was the deck I wound up playing that went 6-0 in that archetype (I actually picked the green pack :p):
That's right: 11 three-drops. This thing was the stone-cold nuts, and you can see why. Triton Fortune Hunter was an absolute boss in this thing. The way this set works, it might be about my favorite ogre ever. I lost 2 games all day with this thing and one of them was U/W mirror which got second place.
In draft, getting the balance right between heroic cards and enablers seems tricky but rewarding. If I count correctly you have 7 Heroics and 8 enablers. Those numbers seem about right. Did you run into situations where you had heroics and no enabler or the other way round?
The green 2/4 monstrosity dude I a workhorse. As is the Satyr that gives a creature a 1/1 counter.
Regret of the day : had the cockatrice in my pool and didn't get to play it once in 11 games.
Played a few 2-mans and and an 8-man on MODO over the weekend with Jedi Knight's list (pre-Firedrinkers with few minor tweaks) and did very well, going 7-2 overall. Beat MonoU, MonoR and MonoB Devotion lists, RDW, Esper Control and Brad Nelson's Naya midrange/ control. Lost to MonoB in the 8mans final and to a Naya Heroic brew (?!?). As others have said, Big Boros has game against most decks in the current meta.
Good point. Still wonder about the 27 lands though. And what about Shock? Wouldn't that be relevant vs RDW?
http://www.wizards.com/magic/digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/6044602
10 Mountain
3 Mutavault
4 Plains
4 Sacred Foundry
4 Temple of Triumph
4 Archangel of Thune
1 Aurelia, the Warleader
4 Boros Reckoner
2 Ember Swallower
1 Assemble the Legion
4 Chained to the Rocks
2 Chandra, Pyromaster
4 Magma Jet
3 Mizzium Mortars
4 Warleader's Helix
2 Assemble the Legion
1 Aurelia, the Warleader
1 Boros Charm
1 Ember Swallower
3 Glare of Heresy
1 Mizzium Mortars
3 Peak Eruption
2 Ratchet Bomb
In draft, getting the balance right between heroic cards and enablers seems tricky but rewarding. If I count correctly you have 7 Heroics and 8 enablers. Those numbers seem about right. Did you run into situations where you had heroics and no enabler or the other way round?