Kamis, 03 September 2015

Origins Black: A Review Before Goodbye Origins

Hey there! We know BFZ is closing in, and seeing previews and many shocking news about it, I can see a ton of people highly anticipating it. The power seemed to be far ahead compared to Origins (which was appropriate, as Origins was a core set, albeit the last of its kind). Magic Origins draft was rather simple, but a very fun one. As a set that is often judged as "low power" or too "shallow", I often see people have a ton of different opinion of Origins card, which says Origins isn't actually that shallow. I love Origins Draft, but I might not play it anymore, as saving my money on BFZ prereleases seemed to be more profitable and up-to-date fun option. I intend to review Zendikar early, so to prove that I can stop my bad habit of not finishing post series, lets focus this weekend to do those reviews! Hopefully this could help you which will still be playing Origins Draft! When this is finally done, let's start tackling those new Zendikar cards!

Game Breaking Rares






Power! Black has seven deadly rares that will be a powerful force to bring the game into your favor. They are are all very, very powerful.

Nice Rares



In addition to seven deadly bomb, Black has two decent rare creature. Despoiler of Souls is very powerful at two mana and three power, and should it return from the grave, it will start wreak havoc once again. Graveblade is just too good of a blocker with deathtouch and 4 toughness. They are amazing on deck with many creature that aims to trade and pile creatures in graveyard!

Rares to Avoid



Both tainted remedy and Obliteration is more a constructed card rather than a limited one. Dark Petition you can actually use to fetch your own bomb. It really depends on the quality of your best card though. The more mana you have available when casting Petition, the better it is.

Best Uncommons



Black don't have powerful Uncommon creature, but you get Consecrated which act as a very powerful finisher (a 2/2 become 4/4 flying that might be regenerated is enough scary scenario) and a removal that can also give you a body to cast, so try to get good zombies. Shadows of the Past is special as it is useful both early and late, and very cheap to boot.

Ok Uncommons





They are good, but needs some setup. Some people would say to avoid them, but I think those will make your strategy more fun to build. They are not exactly built-around-me, just think of a strategy that will house them the best and you'll see them shine.

Uncommons to Avoid


Its premise is sweet, but you might want your high-power creature to stay. It's not even an instant, making it use very linear.

Best Common Lineup










I just want to say, for a one-drop, Thornbow Archer hits your face hard. Good black commons is very geared toward destruction here, with card like Infernal Scarring pushes your offense further.

Commons to Avoid



Let them pass around the table aimlessly. Touch of Moonglove is good if you have First Striker. Even though I put the slug last, I do lost to Catacomb Slug the first time I drafted Origins.

Conclusion
Looking at their best cards, I can only think of one thing about Black here, some said they are control, some said they don't have any clear concept, but I believe that those are evil. Oh well! Reviewing them just want me to play Origins even more before Zendikar appears.

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!

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.

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.