Quote from noshadowkick »At my size (540) I need at least 16 aggressive one drops per color in order to adequately support aggro strategies in that color.
Quote from noshadowkick »
-1 drop quality in black is an issue: At my size (540) I need at least 16 aggressive one drops per color in order to adequately support aggro strategies in that color.
Quote from Steve_Man »...a 1/1 with deathtouch is not what I want in my aggro decks.
Quote from noshadowkick »Wtwlf & Steve_Man, how many aggro decks usually come together for you guys in any given 8 man pod? Steve_Man, are your aggro decks usually mono colored or guild?
You are seeing 75% of your 720 (when did 720 happen?!) with 3 drafters? I’d love to hear about your draft method. Toss me a link or something if you’ve already written about it.
How do you guys square the strain that two color decks put on your mana?
Quote from noshadowkick »You are seeing 75% of your 720 (when did 720 happen?!) with 3 drafters? I’d love to hear about your draft method. Toss me a link or something if you’ve already written about it.
Drafting more of your cube via glimpse or whatever is definitely a good way to limit the need for redundancy in archetype enablers like one drops. Given that you are using custom draft methods I totally see how you wouldn’t need as many as I do.
I want to enable standard 8 man drafts in my cube and still have enough aggro density for a couple reasons:
-I love glimpse and similar variants but I find you do lose some of the strategic depth that comes with standard drafting when no cards are burned from the packs.
-Sone of the guys in my playgroup are hardcore retail limited players and turn their noses up at change. It’s lame of them but I just want to cube so I roll with it.
-Other guys in my group are relative newbies and can feel overwhelmed by the sheer # of decisions in glimpse-y draft formats.
That said when I sit down w/ one or two others I’m all about custom draft types.
My choice to run so many one drops is influenced by these factors as well as the environmental factors that I’m actively seeking to curate in my meta (as explained above). I may be going overboard, but I’d rather err on the side of too many, and I know u can appreciate that i hope it goes w/o saying that this is all just personal preference and experimentation on my end, it sounds like your methods have been working out great in your environments so more power to you. (@steve[man @wtwlf123).
How do you guys square the strain that two color decks put on your mana? Aggro decks need waaaay better fixing than midrange/control if they are going to be solidly in two colors, and I’ve found it often is difficult-to-impossible to consistently build a manabase capable of reliably having 2 untapped colors in turn one.
- If you are consistently doing 6 mans with 540 size cube, and are trying to hit a very high 1 drop density each cube, you should consider lowering your cube size. Linear stratgies that need specific pieces (1 drops) suffer the lower the % of cube you see ach draft.
Agro wins games without a 1 drop in it's hand. It's not 50%, but it's far from 0%. Other decks stumble too. It's ok for decks to have fail rates >5%. Mediocre agro decks do better than mediocre control decks.
Agro decks should mulligan aggressively to good starting hands. 6 cards on the play with a good start has a high win%.
Your math only considered 7 card openers.
1 mana SPELLS -> 2 drop creature are also viable starting hands. Don't ignore duress, divest, fatal push, lightning bolt etc. when doing your calculation about 1 mana plays. Agro mirror matches happen. Bolting the birds on turn 1 is better than playing a jackal pup. Spells have the added benefit of being archetype flexible.
- 2 color agro decks need better fixing yes, they will lose games to their inconsistency, but so do other decks.
Putting in an extra cycle of fixing for each color pair is a viable alternative to going all in on 1 mana creatures.
Lands like gemstone mine and city of brass are particularly good for agro. Choose cycles like painlands and fastlands over temples and filters for agro colors.
If you are consistently doing 6 mans with 540 size cube and are trying to hit a very high 1 drop density each cube, you should consider lowering your cube size. Linear strategies that need specific pieces (1 drops) suffer the lower the % of cube you see each draft.
- Track your win% with archetypes. It's rare I see a cube that supports 1 drops, where agro isn't a top tier archetype. Your cube is a bit different, and perhaps more hostile to agro, but do some data tracking to confirm those suspicions.
The best 8 one drops are much much much better than the next 8. By including tier 4 one drops, you are barely going to increase the win% for agro, while harming the versatility and flexibility of your environment.
Either this, or experiment with draft variants that use a higher % of the cube pool. For example, a 6-player Sight draft of a 540 card cube uses 100% of the pool. Decks will be phenomenally improved, and it will solve all of your 1-drop and mana fixing woes.
Totally. 8 one drops gives me an 80% chance of having one in my opening 7, thats a pretty big fail rate. I want the deck to be draftable under my preferred parameters 95% of the time. Also, I don't want to build my cube planning for mediocre decks. They will happen, of course, but I want to give my drafters tools to build tight and powerful decks.
I have to hard disagree on this one. Mulligans hurt aggro decks more than they hurt midrange/control decks. Aggro needs every possible resource to close out games on time, so I want to build my aggro decks in a way that minimizes the need for mulligans. 8-12 one drops and a curve that stops at 3 is a great way to do this as decks built in this fashion can keep 1-2 landers easily.
I think these are instances of situationally relevant plays, but plan A for aggro is usually to play a creature.
Por que no los dos? I run 6 fixing lands per color pair at 540 (ABU Dual, Shock, Fetch, Horizon/Buddy/Fast, Pain, Manland), along with every good 5 color fixer down to Vivid lands. I'm all in on fixing. Fixing and 1 drop density both help aggro decks, it's not an either/or for me.
Totally a valid point. I've strongly considered lowering my cube size due to my small playgroup, but ultimately decided against it. I could cut down to 450 or below and be able to cut some number of one drops, but I'd have to lose a ton of other sweet cards in the process. My group enjoys diversity.
Another hard disagree on this one. The difference between Gravecrawler and Night Market Lookout is there, but the cards are much closer in actual aggro gameplay than they seem on paper. Aggro as an archetype cares more about effect density than it does about card quality. On the topic of Foulmire Knight, he is a superbly flexible 1 drop. I'd rather not run him in my aggro deck, but if I need an 8th, or 10th, one drop, he'll 100% get in.
Quote from noshadowkick »I built my cube this way for a long time as well but have recently overhauled my cube to favor consistency over diversity.