Thursday, August 25, 2011

Draft Table #1: Get There

I’m usually really bad at drafting. The reason is that there are about five important guidelines and I always forget at least one. Creatures are good, disruption is VERY good, have a smoothish mana-curve, stick with a few colors, and be able to finish the game. On top of this, I usually find it difficult not to money draft (even if the money card is bad, like Memoricide). Regardless of my limited success in Limited, I still greatly enjoy the format. It’s interesting, it’s wonky (Sorin’s Vengeance is viable?) and the best players aren’t the ones with the most money. Similarly, everybody is usually pretty social about picks and nobody is super serious about their decks, as they can’t be consistent, so the environment is simply more casual.

With that in mind, I draft about once a week; usually at CoolStuff because it’s a middle ground for me and David. This Tuesday, we went to Coliseum of Comics in Kissimmee to say good-bye to our buddy Orion, who is going off to college this week way up the East Coast (good luck hombre!). Now, CoC is about 45 minutes from my house, so this location is less than convenient for me, but hey, everything is better with friends. I got there about an hour before drafting, introduced myself to the locals and started Magic-ing.

When the draft finally started, we had about 24+ people opening packs and making picks. My first pack was lackluster: Warstorm Surge and some hate Uncommons, so I ended up picking the Chandra’s Outrage. By pick eight of pack one I was playing primarily blue with red and green as possible back-up colors. I snagged a pick-two Mind Control and was PASSED another one later (opened my third one in pack-three), with some Aven Fleetwings and other fliers making up the bulk of my creature base (hey, evasion is good, right?), so I now had to decide on my second color. The early Chandra’s Outrage followed by a Shock had me leaning towards red, but a Cudgel Troll and a pack-three WHEELING Jade Mage nudged me to play green. I hadn’t picked up any Manaliths, so tri-color was out of the question, so I was faced with a real tough decision.


I knew my blue could probably stand by itself, but I had some very strong support cards in two other colors that I thought could complement my deck. I looked at the two colors and considered the functions they covered. Jade Mage is an absolutely incredible card that can both create blockers for you and possibly set up a win if you happen upon an Overrun. As I was not fortunate enough to pick up an Overrun and I figured I would sooner be pouring leftover mana into Azure Mages, this pick was not as strong as it could’ve been. I ended up going red for one reason: Fling. I had two Flings and I believe there is little more satisfying in draft than taking control of a creature (usually via Act of Treason), attacking my opponent with it, and Flinging it at their face for an encore of damage. Coupled with the Mind Controls I had, this seemed like a solid bet (Shock and Outrage helped, though). On a more serious note, burn spells and Fling often help you close out the game if your opponent gains field position (via more creatures or Gideon Jura) or as surprise finishers. With those decisions made, I sleeved up my Ur-fliers and sat down for round one.


 X3

Round one was another UR deck with an emphasis on Bloodthirst. Bloodthirst creatures can really control the board if they have reliable damage. Cards like Tormented Soul, Goblin Fireslinger and Scepter of the Empires make activating Bloodthirst easy and the creatures usually have a secondary ability to make up for their mana-mediocrity (Flying, First Strike, Lifelink, etc.) I won a close first match with a Mind Controlled Gorehorn Minotaurs after a bit of a stand-off of big creatures (Belltower Sphinx doesn’t KILL much, but nobody likes attacking into it). Match 2 was close at first, but he always seemed to have one more Shock than me to get creatures through unblocked. Match three was pretty much a blow-out as I got Mana Leak, Skywinder Drake, Aven Fleetwing and Chasm Drake out in perfect succession for too much flying and disruption to handle. Victory!

Round two was against mono-black with artifact support. David has mentioned this before, but Crown of Empires is pretty freakin’ good. Similarly, Throne is amazing and Scepter doesn’t hurt. Well this guy had them all. I lost match one to a brutal Tormented Soul with Dark Favor (holy 4/2 unblockable, Batman) and some good early game trades. Match two was fairly close but again, one Crown of Empires isn’t great against two Mind Controls. Match three was a bit of a nail-biter where I almost lost to two un-boosted Tormented Souls and a Scepter of the Empires (being on a clock is NOT fun). I made a very frustrated play near the end and was forced to Shock one Soul and Mind Control the other (yes, I spent 5-mana on a 1/1) to slow my clock down by a fair bit. I almost stabilized at the end but a Sengir Vampire with Swiftfoot Boots took me by surprise for the loss.


Round three was UB fliers with direct damage. I won game on the back of his Djinn of Wishes. That’s not to say he made it easy. The first time I Controlled it, he used Æther Adept to break my enchantment; so I Controlled it again. He responded with a SECOND Æther Adept, but I top-decked a third Mind Control and a Fling the next turn for the win. I lost match two to a hilarious Sorin’s Vengeance (which I originally mistook for a Sorin’s Thirst). Match three was also ultra-close wherein an early Sorin’s Vengeance put me a bit behind and Consume Spirit’s “spend only Black mana on X” stipulation kept me from losing on the spot.

2-1; not bad so far. Round 4, my opponent had dropped, so I cruised to 3-1. Round five was Mill America (RWU) where I won 2-0 quickly with two unanswered fliers and a Fling in match one and another 1-2-3 punch of fliers in match two.

I ended up 4-1 and second place (my only loss had been to the first place fellow) at around 1am. Two key take-aways from this experience were: (1) Don’t be the stranger. If it’s your first time drafting somewhere, try not to be reclusive or cliquish and try to integrate yourself into the community. I spoke with a pair of resident drafters there and they said they didn’t like losing to strangers because they came to draft mainly as a social event. Most people don’t mind losing to their friends, but some random guy who shows up, drafts and leaves can be a tad annoying—why was this guy here anyway? (2) Try to help new drafters. I can’t complain too much about my three Mind Controls, but I felt like I could have helped more by high-lighting the importance of removal in draft. I think half of the people at my table were inexperienced drafters, as I was passed two Shocks and two Mind Controls and the gentleman across the table from me had three Chandra’s Outrages and three Doom Blades. Advising new drafters also helps build relations a la take-away (1); people see you’re not afraid to help others at your own expense and will likely be more welcoming.

Drafting is a ton of fun and I recommend it to everyone. If you can’t get to a card shop on the right days, consider getting a pool of 8 friends together and buying a box (~$13/person and you get one extra pack to keep!) Thanks to everyone I played at Coliseum of Comics for a splendid night of Magic and shout-outs to David Jetha and Orion Taylor for joining me.


Interested in more Magic content? Check out every series on the MTG Casual Network Archive!

-Javier Remy


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Monday, August 22, 2011

COMMANDER! Review: Part 5

Sorry this one is extremely late, but unfortunately the writers of these articles weren't able to complete the article. I'll do my best with this impromptu article featuring Kaalia of the Vast and Riku of Two Reflections.


So Kaalia of the Vast. I've had the opportunity to play against Kaalia many times and honestly, I have to say I was rather unimpressed. Unfortunately, she didn't have Swiftfoot Boots accompanying her (or a good pilot.. ooh burn on you CJ). A general like this is obviously extremely aggressive, but how can you make it better? Kaalia is missing one very important thing. Haste. Throwing in equipment like Lightning Greaves and Helm of Kaldra make Kaalia really dangerous. Throwing in a Bogardan Hellkite, Angel of Despair, Iona, Shield of Emeria, Rune-Scarred Demon, or Skithiryx, the Blight Dragon tapped an attacking on turn 3-5 is just scratching the surface of Kaalia's potential. You could even throw in some Conspiracy shenanigans or use changelings to make Kaalia into a throwing uncounterable creatures at your face machine. Kaalia runs into a few problems, where she's a 4 mana 2/2, which makes her easily kill-able by burn or a pinging planeswalker, so protecting her becomes an issue. If she starts consistently dying, paying 2 mana after every death becomes taxing and almost unplayable when the game starts hitting turn 15+ and paying 8-10 mana for a 2/2 flyer won't cut it.

My recommendation for a deck like Kaalia would to play a lot of card draw, so hitting your opponent with a hasty Kaalia is always good. Cards like Promise of Power, Greed, Sign in Blood, Ancient Craving, and Wheel of Fortune become very strong in powering the Kaalia engine. Also, being able to tutor your powerful answers becomes very important in getting the right dragons, demons, or angels you want on the board. Stoneforge Mystic and Stonehewer Giant are very good for tutoring up your haste/shroud/indestructible equipment to give your Kaalia resilency so she's not repeatedly killed.


On to Riku of Two Reflections. I like this card a lot. He has a lot of versatility, allowing you to copy instants/sorceries and creatures. I mean, what creatures (that are not legendary) would you not want two of? How many turns do you want? I'd like to clarify that with Riku's triggered abilities, you can only make 1 copy, because a single creature card enters the battlefield 1 time. Same with instants/sorceries, those spells are cast only 1 time, so the trigger occurs once. Some people ran into problems with that not too long ago. Moving on, doubling spells like Time Stretch, Tooth and Nail, Act of Treason, and Harmonize just seem to win you the game. I don't see how your opponent's can win from all that carnage. Chandra the Firebrand seems to work pretty well with that strategy. You could also copy non legendary eldrazi creatures, creatures that untap your lands when they enter the battlefield (like Palinchron), or creatures that have strong 'enter the battlefield' triggers in general, like Mulldrifter or Acidic Slime. Copying creatures that make more creatures seems good too, like Emrakul's Hatcher.

Riku runs into the problem of dying to a lot of black spells that target nonblack creatures, like Shriekmaw, Doom Blade, and Bone Shredder, which are fairly common to see in Commander games. Also, since it's a 2/2, it's more easily kill-able, similar to Kalia. Riku needs protection from shroud or hexproof and needs an arsenal of creatures and spells to copy to end the game quickly. To get to the mana you'll need to start copying spells, you'll need a lot of early-mid game mana ramp and have the ability to draw a lot of cards, so you can fuel the late game with a barrage of copied spells. Riku will end games a bit quicker than say Kaalia would, but he needs a lot more of a setup to win.

This ends (our very late) Commander product review. I hope that you like the discussion behind all the generals. If you'd like to get our insight on the 5 enemy-colored generals, let us know in the comments. Until next time Magic players.

Interested in more Magic content? Check out every series on the MTG Casual Network Archive!

-David J.

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