Drafting theories comes and go, but I just got reminded of one basic concept of an ideal Limited deck- the BREAD Theory. As I've accumulate some experience since I first read it (when I start to play magic) I'd try to give it another look, and try to suit it to Magic Origins. BREAD is actually an acronym, but not everyone have same perception about them, especially for A and D, so I'd like to share my own view of BREAD theory:
B - Bombs or Brutally-efficient
They are powerful cards that can turn the tide of battle into your favor, even from losing position. They can also be crazy efficient card, giving so many utilities while also being not too costly. Usually, they are found in rares, however there are a lot of uncommon that worth the title as well, as uncommons are found in little number too. They are worth the first pick (if present) and You should looking for those first every pack. Bombs are good signal to know (or let a player next to you know) that a color is open in draft.
R - Removal
Playing Magic, or Hearthstone, is not all about building your board, but also being reactive to your opponent's. Removal is is great to prevent your opponent from playing their powerful creature or to push your own damage. Because of this versatility, their demand are high and sometimes prioritized over very strong creatures. Cards that "lock" creatures such as Claustrophobia are also considered removal as they render a card useless.
E - Evasion
There will be time when you and your opponent cannot profitably attack anymore due to complex board state. This usually happens when most of the creature are non-evasion creatures. Evasion means your card have some way to not be blocked, and thus allowing you to gain edge turn by turn until you win. They are key to win an otherwise unwinnable battle.
A - Aggro
For me, Aggro is efficient creatures that you will use to attack. Attacking is good as it will win you game. Aggro creatures IS capable of either threatening your opponent's life total or trading with your opponent's creature. Trading is okay because not everyone will be willing to trade their creature, in the other hand, if you have good mana curve and healthy number of creatures, you can constantly field threats to threaten your opponent.
D - Defensive, SiDeboard, Deck-Specific, and Duds
I remember the most common interpretation of D is Duds, which is garbage cards you cannot use. While it's true that the four category above (BREA) is what wins you games, Defensive and Sideboard card is intended to further secure your wins. As they are less important than BREA cards, I think it's only worth it to only pick them on last picks of a pack. You should always prioritize BREA cards. Oh, there are also deck-specific cards that is usually not wanted but very useful when you already got another synergistic card to help it. They could be a main part of your strategy, but still you shouldn't early pick them or prioritize them over BREA cards. Duds are still cards that you can't play because you are going to get those from few last picks in a pack.
Alright, that's for my version of BREAD theory. I'm going to use this as a template to categorize the cards next. See ya later!
Rabu, 26 Agustus 2015
Minggu, 23 Agustus 2015
Origin's White
One part to become good at a draft is to know your colors. At least your favorite color. By knowing your color, you'd be able to at least have some sort of image what card you'd want. When you realized you are lacking card to fill your mana curve, for example, knowing what you want will be better than desperately picking any weak card to fill what you need. That sure is a difficult part of a draft, but as I don't think I'll play another format I might be better to be good at limited.
I guess I can put them on practice on this post. Let's see, White has been a color most familiar to me since release of Origins, and I know it's powerful, and often deemed overdrafted. I don't think the store where I play shows such habit though. Maybe because drafting there is more casual fun rather than competitive fun for them, and yeah sure it is. Well, let's get on the review!
First Pack First Pick Rares
Solid rares that will never let you down. Those are good signal to got or send if you got them in the 2nd pack.
Generally Good Cards
Those are card is supposed to be solid choices. If you read the article I shared above, this is supposed to be filled with cards that only and only affects the board (CABS). You might recognize some "mediocre" or uninteresting cards in here, such as Heavy Infantry or Knight of Pilgrim's Road. The reason is, in my opinion, because being mediocre or just "generally good" is enough. You have your wit and other support cards to push that mediocrity into a win as long as you avoid inefficient cards and inefficient plays. And I think you'll see that other colors might not get this many playables. Uncommons are very powerful so you should prioritize in getting those first.
Cards That Fill Specific Purposes
Now this is the rather tricky part. I believe that there is almost no useless card. It always depend on how you play them (still, there are few that you should almost always avoid, like Bellower Lizard).
You play them when: you want to counter specific strategy like tokens-producing or bringing creatures back from the graveyard. I think this is more a Constructed card rather than a limited one, seeing how small its scope is. I don't think you want to first-pick a sideboard card.
You play them when: your enemy don't have Thopters or anything with reach or anything with flying. I don't really understand what the Wingmare is trying to achieve. Maybe its also more of a Constructed card?
You play them when: you already got multiple enchantment, ideally top tier ones like Claustrophobia or Suppression Bonds. Cheap enchantment like Infectious Frenzy works too. Auramancer with cards like Weight of the Underworld works nice as well. 4/4 flier is bonkers.
You play them when: you know you will have a ton of mana. Green mana ramp deck sounds like an idea.
You play them when: you are on the draw and is facing an aggressive, land creature decks. You can also depend on it if you want to block good early Renown creatures, like other good white decks, for example.
You play them when: You know your opponent have good enchantment or auras like Claustrophobia.
You play them when: you play an aggresive deck, especially those with Renown. Able to tap creatures is one key element that could help you trigger your Renown creatures.
You play them when: you can consistently field 3-power creature. The risk is huge as your opponent can just either bounce or lock enchanted creature using Claustrophobia or Suppresion Bonds. Interesting cards that might ensure this card works is sacrificial ones like Blazing Hellhound, Nantuko Husk or Fiery Conclusion.
You play them when: you need sideboard card to gain extra life so you can survive an early aggresion, alternatively, when you know your opponent's deck is slow, this could help you too. This card is also good if you are trying to enable Spell Mastery!
You play them when: you can attack with more than one creature. Two is OK, three is great. You don't have to be an aggressive deck, as any pump spell is quite significant to win almost every equal battle. Kytheon's Tactics should be downright amazing when you have creatures with prowess. The spell mastery bonus is impressive, so you should try to enable that as well.
You play them when: you are sure you can consistently play a creature over some turns. Again, aggressive decks will appreciate it if they can consistently trigger it. Watch for the cards like Dragon Fodder that can be cast at instant speed, as they just became a very powerful combat trick now. Cards that gives you more than one body, such as Ghirapur Gearcrafter, should also get a good priority to bolster your attacks.
You play them when: you have (and play) good Auras.
You play them when: you need a sideboard cards to defend against aggresive deck. After all, getting life AND getting a body to defend hopefully could buy you some time to draw removals. 3/3 might seem weak but the set doesn't seem to be filled with strong common/uncommon fliers either.
White Summary
So thats it for white! White is a strong color in the set. It has 6 first-pickable rares out of 10 rares (including Mythic). By the way I forgot to put Starfield of Nyx into list of situational cards but I guess you can treat it the same with other enchantment-related cards. White has 13 solid creatures that is spread well across the curve, 2 good combat tricks, 3 removals, and one great support card in form of Knightly Valor. Lastly, white has 13 situational cards that you could tailor your deck with.
Talking about limited, Marshall Sutcliffe just released a very good article for those learning to get better in draft, can't wait to practice it later! Here's the link: http://magic.wizards.com/en/articles/archive/limited-information/cabs-theory-2015-08-19
I guess I can put them on practice on this post. Let's see, White has been a color most familiar to me since release of Origins, and I know it's powerful, and often deemed overdrafted. I don't think the store where I play shows such habit though. Maybe because drafting there is more casual fun rather than competitive fun for them, and yeah sure it is. Well, let's get on the review!
First Pack First Pick Rares
Solid rares that will never let you down. Those are good signal to got or send if you got them in the 2nd pack.
Generally Good Cards
Those are card is supposed to be solid choices. If you read the article I shared above, this is supposed to be filled with cards that only and only affects the board (CABS). You might recognize some "mediocre" or uninteresting cards in here, such as Heavy Infantry or Knight of Pilgrim's Road. The reason is, in my opinion, because being mediocre or just "generally good" is enough. You have your wit and other support cards to push that mediocrity into a win as long as you avoid inefficient cards and inefficient plays. And I think you'll see that other colors might not get this many playables. Uncommons are very powerful so you should prioritize in getting those first.
Cards That Fill Specific Purposes
Now this is the rather tricky part. I believe that there is almost no useless card. It always depend on how you play them (still, there are few that you should almost always avoid, like Bellower Lizard).
You play them when: you want to counter specific strategy like tokens-producing or bringing creatures back from the graveyard. I think this is more a Constructed card rather than a limited one, seeing how small its scope is. I don't think you want to first-pick a sideboard card.
You play them when: your enemy don't have Thopters or anything with reach or anything with flying. I don't really understand what the Wingmare is trying to achieve. Maybe its also more of a Constructed card?
You play them when: you already got multiple enchantment, ideally top tier ones like Claustrophobia or Suppression Bonds. Cheap enchantment like Infectious Frenzy works too. Auramancer with cards like Weight of the Underworld works nice as well. 4/4 flier is bonkers.
You play them when: you know you will have a ton of mana. Green mana ramp deck sounds like an idea.
You play them when: you are on the draw and is facing an aggressive, land creature decks. You can also depend on it if you want to block good early Renown creatures, like other good white decks, for example.
You play them when: You know your opponent have good enchantment or auras like Claustrophobia.
You play them when: you play an aggresive deck, especially those with Renown. Able to tap creatures is one key element that could help you trigger your Renown creatures.
You play them when: you can consistently field 3-power creature. The risk is huge as your opponent can just either bounce or lock enchanted creature using Claustrophobia or Suppresion Bonds. Interesting cards that might ensure this card works is sacrificial ones like Blazing Hellhound, Nantuko Husk or Fiery Conclusion.
You play them when: you need sideboard card to gain extra life so you can survive an early aggresion, alternatively, when you know your opponent's deck is slow, this could help you too. This card is also good if you are trying to enable Spell Mastery!
You play them when: you can attack with more than one creature. Two is OK, three is great. You don't have to be an aggressive deck, as any pump spell is quite significant to win almost every equal battle. Kytheon's Tactics should be downright amazing when you have creatures with prowess. The spell mastery bonus is impressive, so you should try to enable that as well.
You play them when: you are sure you can consistently play a creature over some turns. Again, aggressive decks will appreciate it if they can consistently trigger it. Watch for the cards like Dragon Fodder that can be cast at instant speed, as they just became a very powerful combat trick now. Cards that gives you more than one body, such as Ghirapur Gearcrafter, should also get a good priority to bolster your attacks.
You play them when: you have (and play) good Auras.
You play them when: you need a sideboard cards to defend against aggresive deck. After all, getting life AND getting a body to defend hopefully could buy you some time to draw removals. 3/3 might seem weak but the set doesn't seem to be filled with strong common/uncommon fliers either.
White Summary
So thats it for white! White is a strong color in the set. It has 6 first-pickable rares out of 10 rares (including Mythic). By the way I forgot to put Starfield of Nyx into list of situational cards but I guess you can treat it the same with other enchantment-related cards. White has 13 solid creatures that is spread well across the curve, 2 good combat tricks, 3 removals, and one great support card in form of Knightly Valor. Lastly, white has 13 situational cards that you could tailor your deck with.
Minggu, 16 Agustus 2015
6-player draft with Red-Green
As my first Origins draft wasn't so good, I did try to learn more about Magic Origins' draft, but in the end I conclude that it is experience that will help you the most to win your games. I tested drafting a bit with site like Bestiare, but I feel that doing real draft will contributes the most. Also, in real paper draft, you can directly see whether your draft decisions was right or not, and which card actually performs well, after all the drafting mindset is really varied from person to person.
Yesterday there is not as much people as usual, but since I got some free time, I decided to go. We ended up only playing a 6-player draft. It's kind of unusual, and because of fewer pack opened the pool is also smaller as well, so it can be hard finding certain card or multiples. There are no prize in the draft, except an FNM Path of Exile for the 1st winner, so we don't have to pay draft fees except the boosters. What I like is that because yesterday's draft was kind of casual draft, we decided to play it round-robin style (everyone gets to fight everyone) so we got 5 chance to play instead of usual 3. This make the draft a really good chance to hone my skill.
This is the deck that I drafted:
My first pack rare was Vryn Wingmare. Although its a powerful flier, I am afraid multiple Thopters would make the Wingmare awkward. So I checked the other cards and found the Undercity Troll, a very solid green uncommon and opt it instead of the Wingmare. In the pack mark passed to me, I found Fiery Impulse, a premium removal. I remember the pack contain other interesting things, but I prefer Fiery Impulse due how easy to cast it. It was good decision as it work double role in my deck, handling many early threat or force my damage through. In the next pack I found Anchor to Aether, also a premium removal and pick it to see whether blue was available later (it wasn't-turns out Mark, Bush, and Jaba plays blue). I also got decent 1-mana combat tricks from my first pack, solidifying my color on Green-Red. As I remember, nobody let Titan's Strength resolve. Huh. In the second pack Dimas passed two Wild Instincts in a row and I took both. Its a good removal, but the damage that comes from fight sometimes prevent your pumped creature from attacking, but when its not, its a real beating. My second rare is Talent of Telepath, at which point I cannot make a good use of, and I forget what my third rare is, as I passed both.
After making my first version of the deck (the picture above is the final version), I lose my match against Jaba, who was playing blue-black control deck. I can't push my damage fast enough nor avoid his high-toughness creature (in the mean time, I didn't prevent his Jessian Thief making advantage). My big and reach creatures was getting hit by Unholy Hunger at least twice per duel. In the end, Whirlwind Rogue backed with Chief of the Foundry give him the game.
My second match was against Dimas, playing Black-White enchantment deck. Some review on the internet said that BW enchantment is the worst color pair, but I think it really depends on how the player constructs and play it. He is able to gain ground as my creature falls before his Blightcaster backed by Blessed Spirits, and of course, enchantments such as Weight of the Underworld. After the match Dimas helped me correct my deck, apparently I was playing suboptimal cards, such as Veteran's Sidearm, and cards that supposed to be more impactful on defense, such as Hitchclaw Recluse and Bonded Construct. I also put Chandra's Fury in which won me games.
After helped by Dimas, I was going against mark with Blue-Green Tutelage. He played Tutelage in turn 3 and deck me out not long after I cannot breach his creatures. Anticipating his long game, I keep my aggressive line-up and put the second Chandra's Fury. The game was back and forth but the first Chandra's Fury become the MVP clearing multiple Thopters and 1 toughness creature. In the second game I manage to push through my damage. Firefiend Elemental was responsible in this feat, and its great. Mark's life was low enough for me to finish him with the second Chandra's Fury. The last game was also back and forth as both of us reaching low life. He managed to cast Vastwood Gorger and Claustraphobia my own Gorger, but I have preserved my Skysnare Spider that managed to took the game due to its outstanding offensive and defensive capabilities. In the end, I am able to push Titan's Growth and Might of the Masses on one attack to get game.
The last two match against Bush and Nuris was aggro-vs-aggro match, Bush playing Blue-White fliers and Nuris playing Red-Black aggro with two Rabid Bloodsucker. I do board in defensive card when I am on the draw but I don't see them much. I lose first game against them but won the second. Bush was employing aggresive fliers but I manage to handle them by playing Wild Instincts against his fliers. Bush's land got stuck on the third game so I am able to win the match. In the second game against Nuris, I manage to push his life total to 7. Him playing Rabid Bloodsucker allow me to play Chandra's Fury to win. In the third game, he have to mulligan to 6 due to his hand compromised with red spell while only getting black land. Apparently he still have to mulligan to 5 and the game went quick.
I didn't won anything but it feels great to do that many match. I am able to learn many deck combination at once and prepare for another proper Draft. Indeed Origins Draft was allowed the game to be very fast-paced. You either want to hit hard and fast or setup a good defense fast. From there the game will drag on until there are someone who able to push their original plan back. Well, I hope you get good luck with your drafts!
oh yeah. few MVPs:
1. Skysnare Spider: If you could bait out removals early, this card is just too stronk.
2. Fiery Impulse: Easy and efficient removal. I have difficulty gaining spell mastery though.
3. Timberpack Wolves: Two on the field is enough for them making huge contribution.
4. Firefiend Elemental: Just so fast and could catch your opponent off guard. The fact that it has renown would annoy the hell out of your opponent.
5. Chandra's Fury: Great finisher for aggresive decks. People seemed to really like Thopters so thats great.
Yesterday there is not as much people as usual, but since I got some free time, I decided to go. We ended up only playing a 6-player draft. It's kind of unusual, and because of fewer pack opened the pool is also smaller as well, so it can be hard finding certain card or multiples. There are no prize in the draft, except an FNM Path of Exile for the 1st winner, so we don't have to pay draft fees except the boosters. What I like is that because yesterday's draft was kind of casual draft, we decided to play it round-robin style (everyone gets to fight everyone) so we got 5 chance to play instead of usual 3. This make the draft a really good chance to hone my skill.
This is the deck that I drafted:
My first pack rare was Vryn Wingmare. Although its a powerful flier, I am afraid multiple Thopters would make the Wingmare awkward. So I checked the other cards and found the Undercity Troll, a very solid green uncommon and opt it instead of the Wingmare. In the pack mark passed to me, I found Fiery Impulse, a premium removal. I remember the pack contain other interesting things, but I prefer Fiery Impulse due how easy to cast it. It was good decision as it work double role in my deck, handling many early threat or force my damage through. In the next pack I found Anchor to Aether, also a premium removal and pick it to see whether blue was available later (it wasn't-turns out Mark, Bush, and Jaba plays blue). I also got decent 1-mana combat tricks from my first pack, solidifying my color on Green-Red. As I remember, nobody let Titan's Strength resolve. Huh. In the second pack Dimas passed two Wild Instincts in a row and I took both. Its a good removal, but the damage that comes from fight sometimes prevent your pumped creature from attacking, but when its not, its a real beating. My second rare is Talent of Telepath, at which point I cannot make a good use of, and I forget what my third rare is, as I passed both.
After making my first version of the deck (the picture above is the final version), I lose my match against Jaba, who was playing blue-black control deck. I can't push my damage fast enough nor avoid his high-toughness creature (in the mean time, I didn't prevent his Jessian Thief making advantage). My big and reach creatures was getting hit by Unholy Hunger at least twice per duel. In the end, Whirlwind Rogue backed with Chief of the Foundry give him the game.
My second match was against Dimas, playing Black-White enchantment deck. Some review on the internet said that BW enchantment is the worst color pair, but I think it really depends on how the player constructs and play it. He is able to gain ground as my creature falls before his Blightcaster backed by Blessed Spirits, and of course, enchantments such as Weight of the Underworld. After the match Dimas helped me correct my deck, apparently I was playing suboptimal cards, such as Veteran's Sidearm, and cards that supposed to be more impactful on defense, such as Hitchclaw Recluse and Bonded Construct. I also put Chandra's Fury in which won me games.
After helped by Dimas, I was going against mark with Blue-Green Tutelage. He played Tutelage in turn 3 and deck me out not long after I cannot breach his creatures. Anticipating his long game, I keep my aggressive line-up and put the second Chandra's Fury. The game was back and forth but the first Chandra's Fury become the MVP clearing multiple Thopters and 1 toughness creature. In the second game I manage to push through my damage. Firefiend Elemental was responsible in this feat, and its great. Mark's life was low enough for me to finish him with the second Chandra's Fury. The last game was also back and forth as both of us reaching low life. He managed to cast Vastwood Gorger and Claustraphobia my own Gorger, but I have preserved my Skysnare Spider that managed to took the game due to its outstanding offensive and defensive capabilities. In the end, I am able to push Titan's Growth and Might of the Masses on one attack to get game.
The last two match against Bush and Nuris was aggro-vs-aggro match, Bush playing Blue-White fliers and Nuris playing Red-Black aggro with two Rabid Bloodsucker. I do board in defensive card when I am on the draw but I don't see them much. I lose first game against them but won the second. Bush was employing aggresive fliers but I manage to handle them by playing Wild Instincts against his fliers. Bush's land got stuck on the third game so I am able to win the match. In the second game against Nuris, I manage to push his life total to 7. Him playing Rabid Bloodsucker allow me to play Chandra's Fury to win. In the third game, he have to mulligan to 6 due to his hand compromised with red spell while only getting black land. Apparently he still have to mulligan to 5 and the game went quick.
I didn't won anything but it feels great to do that many match. I am able to learn many deck combination at once and prepare for another proper Draft. Indeed Origins Draft was allowed the game to be very fast-paced. You either want to hit hard and fast or setup a good defense fast. From there the game will drag on until there are someone who able to push their original plan back. Well, I hope you get good luck with your drafts!
oh yeah. few MVPs:
1. Skysnare Spider: If you could bait out removals early, this card is just too stronk.
2. Fiery Impulse: Easy and efficient removal. I have difficulty gaining spell mastery though.
3. Timberpack Wolves: Two on the field is enough for them making huge contribution.
4. Firefiend Elemental: Just so fast and could catch your opponent off guard. The fact that it has renown would annoy the hell out of your opponent.
5. Chandra's Fury: Great finisher for aggresive decks. People seemed to really like Thopters so thats great.
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