Rabu, 26 Agustus 2015

Revisiting BREAD Theory in Origins

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!

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