"Should I play Assault Formation?" Ever get passed it and confused whether to pick it or not? The cheap Enchantment have an unique passive ability that turns any high toughness creature into a nightmare, but it looks really defensive. What creature benefit the most from this card? This card had me wondering for some time, let's see what it really got.
1st effect gives bonus to creatures with toughness higher than its power, and completely sucks with your other creatures that have low toughness.
2nd effect is a pretty narrow effect as it only affect defenders.
3rd effect can be used in any deck, and what it does is actually a +1/+1 to all your creatures, that's pretty interesting.
From the 3rd effect alone, this card should secure a position in your draft deck, if you ever need a late game mana sink. However, not all creatures benefit from it, namely cards with very high power with lower toughness (such as 3/1 and 4/2).
First things first, in Draft or Sealed, do remember that this is only one of your forty cards, you shouldn't plan to depend only on this card, in the same time, you should try to get the most benefit from the Formation. For those reason, cards that have high toughness but is not all that bad on its own should give you good edge, after all, the better your defense is, the better chance you will draw into this card and gain some good advantage. Lets look at the list:
Tier 1
Nicely benefited from Formation but also decent creatures on their own, they are your best choices when you decide on playing Formation.
Elusive Spellfist
Colossodon Yearling
Circle of Elders
Gurmag Drowner
Student of Ojutai
Updraft Elemental
Ukud Cobra
Lurking Arynx
Rakshasa Gravecaller
Sibsig Muckdraggers
Marsh Hulk
Tier 2
They are all creatures with higher toughness compared to its power, but still close in value (like 3/4 or 2/3).These benefit only a little bit from Assault Formation, in other hand, they are great on their own and doesn't get hindered at all when the Formation is active.
Tier 3
They are purely defensive creatures and high toughness makes them monsters when Formation is active. They have nice abilities though so that should come first when you are considering to pick them.
Jeskai Barricade
Orator of Ojutai
Qarsi Deceiver
Sidisi's Faithful
Tier 4
Those are not really decent cards, and their selling point is that Assault Formation pumps them a lot. Same as above, imagine first whether you like the card or not when there are no Assault Formation. Personally, I like Territorial Roc and nothing else on the list but it's not rare to see Custodian of the Trove and Wandering Tombshell got played.
Territorial Roc
Arashin Cleric
Dragonlord Servant
Dragon's Eye Sentry
Qarsi Sadist
Renowned Weaponsmith
Minister of Pain
Ancient Carp
Custodian of the Trove
Defiant Ogre
Great-horn Krushok
Wandering Tombshell
Sibsig Host
Verdict:
Assault Formation is not bad at all to be picked, there are a lot of solid creatures that you can pick along the draft. Have a try of it when you have the chance!
Tampilkan postingan dengan label Green. Tampilkan semua postingan
Tampilkan postingan dengan label Green. Tampilkan semua postingan
Senin, 27 April 2015
Jumat, 17 April 2015
DTK Draft: The Roles of Green Commons
I've thinking some different ways to write the guide for now, this time, I'd try to explain the green commons by the roles they would able to fill. I hope this could tell importance of each card even better than to explain them one by one.
Senin, 13 April 2015
DTK Draft: Green Uncommons
Going Green
Hi there! Today I'll try to touch a bit specific topic in draft: Spotting good green uncommons when you draft DTK-FRF! Okay, a lot of of question I believe. For starters, I'd recommend you to read some basic draft guide from wizards.magic.com or other sources especially about card roles (BREAD) and signals, when you're done lets go on!Why such guide? First, because I believe by recognizing good cards you could easily tell if a color is open (in this case, green). Open color is a color that another player(s) didn't pick, and when you pick an unpicked color, chances are you'll get cool cards passed to you in that color! And as Uncommon usually have better card than common, it could provide an even better insight. Second, why green? because when I see green cards in DTK FRF draft I could hardly judge whether a card is good or not so I hope I can improve my draft ability as well! How about rares? well, you only get three rares at most and you can hardly count them on being green card, but when it does, you can expect it will be powerful enough to guarantee your pick in that pack!
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