Here are some things I noticed
Bears are bad
There's a lot of power and toughness running around and using tricks to get rid of one Penumbra Spider only for its token to be created feels real bad. 2/2s are simply not enough on their own.
There is no CABS/aggro deck
If the hostile environment of a 2/2 for 2 wasn't enough, there aren't also any good fighting 2-drops. So a Cards that Affect the Board State deck with a 2-3-4 curve out just isn't really a thing. You can be aggressive via a synergy (populate, aristocrats, etc.) but you can't just drop dumb dorks and hope it works out for you.Fixing is funny
Perched at the common & uncommon slots are guildgates and mana rocks. What's intruiguing is that there *isn't* evolving wilds or anything supremely flexible. This leads to having to already have a plan as to what your splash possibilities could be, you can't just take a Renegade Map early hoping to unlock a random splash later.
All about the allies
As alluded to above, Modern Masters is built around allied-color synergies with maybe a shard splash going for a third color. But because the aforementioned fixing is very specific (though prevalent) you have you plan your splash ahead of time.I think the key to drafting in this set is being able to figure out what's open at the table, taking key cards early and then letting the archetype-specific cards wheel around. After all, hopefully you're the only one interested in them.
Green/White
GW is all about populate, particularly on non-1/1 tokens. So you'll rely on green for creating more beefy tokens and then white for the populate mechanic to create an army. Your top priority is non-1/1 token makers so you have good targets for populate.Priorities
Archetype-Specific
White/Blue
Flicker and ETBs! Get good ETB cards and then flicker your way to value. Similar to the deck above, you'll want to fight for good targets for flicker (good token makers most of all). Like populate, you'll be the only one at the table looking for the actual flickering cards.Priorities
Archetype Specific
Worth splashing
Both of these cards are great ETBs, so if you're going to shard it up, shard Esper.
Black/Blue Graveyard
Margo absolutely wrecked me at the draft with a very good controlling deck that dumped cards into the graveyard and reanimated them for hilarious value. This is classic control, so get the shields up with your small creatures and then start dredging. The version that I played had very little unearth, I'm not actually sure how necessary that is or is not. Unburial Rites is a key component, as it tutoring for it with the Mystic Tutor. Once you hit one of your bombs, you're pretty much good to go. Not sure how duplicable that is though.Contested Cards
Unique Cards
Splash for this
Red/Black Aristocrats
This is straight-up Aristocrats, get some sacrifice engines and enough fodder then win the game. It looks like this will be the natural home for Unearth creatures, basically get to sacrifice them twice. Anything else that provides a lot of sacrifice fodder I think will be key as that will be contested with the R/G go-wide deck. Your the only deck really interested in the sacrifice engines.Priorities
Unique
Splash for
Being able to snag some green for additional fodder creation is pretty sweet.
Red/Green Go-wide
So I ran RG in my first draft and my deck was pretty terrible as it tried to curve out with aggro, but there just isn't the pieces. I think this is a goofy deck that really wants to try and go-wide with tiny 1/1 dorks and then finish with Bloodrush and other random pumps. I'm not sure if this is an actual deck mind you, but it's what the design space looks like.
Priorities
Unique
Splash for...?
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