You don't want what you think you want.Yeah, the fact that Garruk can only bring green creatures out with -3 hurts it.
Play Mythic with Garruk instead of Sovereigns.I'm still looking to find a reason to play Progenitus in Modern.
Played kitchen table Magic all Saturday night. Boros deck went 6-2 and both losses were against a green/red/white legacy deck that ran Aurelia, the Warleader. The Boros deck is highly susceptible to removal since most everything is 1-3 toughness, and I really, really need more guild gates and shock lands.
I'll be drafting for the first time in almost a year this friday. It's a RTR block draft, any cards I should be looking out for in commons and uncommons as far as high picks go? Sucks, when I used to play almost every week I knew which cards to immediately grab but I'm so unfamiliar with these new cards I'm worried about drafting like an idiot.
Here is the stuff I'd say for Dragon's Maze, which is the first pack you'll open. In the later packs your choice is much more guided by what guilds you've picked up. I'm probably forgetting some stuff. Obviously any crazy bombs should be taken over this stuff.
Obvious good removal: Turn//Burn, Far//Away, Putrefy, Warleader's Helix
Not immediately obvious good removal: Krasis Incubation
Creatures: Tithe Drinker, Zhur Taa Druid, Viashino Firstblade, Beetleform Mage
Other: Unflinching Courage
Other tip: If you see a Pack Rat in the Return to Ravnica pack take it.
So with folks in my lunchtime playgroup opening modern masters I got my first experience playing against vedalken shackles.
That card is pure misery to play against, wow.
Tarmogoyf/Bob didn't deserve to be Mythic.So with folks in my lunchtime playgroup opening modern masters I got my first experience playing against vedalken shackles.
That card is pure misery to play against, wow.
Yeah, that's wrong, actually. You have to give it back, even if its not a creature anymore. It only checks for "creature" on initial resolution.if not, then you have yet to meet that misery. it's like a whole new level of misery and that card (shackles untaps, they keep your land)
I would also add Fatal Fumes to the list of Not Obvious good removal. A lot of players draft agro it seems (at least where I play) and Fatal Fumes has more than once been really useful to me since 2 toughness is pretty common. Might also look at Mugging, it can be used as removal or to get though a fatty for the win.
Neither of those I would take first or second pick, but when I see them third or later I never feel bad drafting them.
So you know, I consider myself horrible at drafting, so take this with a grain of salt.
So I bit the bullet earlier today on the Goyfs on SCG when there was around 12 in stock. I checked their inventory just now and it's down to 3...
Blame Wizards here. I was really upset when they announced it as Mythic, but was willing to wait to see what the print run looked like. Putting it and Bob at Mythic was absolutely insane. There's a reason they don't intentionally put 4x format-defining utility staples at Mythic in normal sets.No offense to your purchase, but I'm really pissed about this price jump. It was already high enough. I hope Scavenging Ooze destroys them in Modern. I really do.
So with folks in my lunchtime playgroup opening modern masters I got my first experience playing against vedalken shackles.
That card is pure misery to play against, wow.
No offense to your purchase, but I'm really pissed about this price jump. It was already high enough. I hope Scavenging Ooze destroys them in Modern. I really do.
Blame Wizards here. I was really upset when they announced it as Mythic, but was willing to wait to see what the print run looked like. Putting it and Bob at Mythic was absolutely insane. There's a reason they don't intentionally put 4x format-defining utility staples at Mythic in normal sets.
Honestly, I firmly believe that the right strategy in DGR is to be drafting three colors. If you're drafting 2 colors, you get access to only one set of gold cards in a single pack. If you're drafting 3 colors, you get access to three sets of gold cards in two packs. Your mana may be slightly shakier, but your power level will be so much higher.
You also want to be drafting a Gatecrash guild rather than a Ravnica one. In case something wrong happens in the second pack, you can fix it heading into pack 3. Most of the good RtR cards fit into other decks, ie Centaur's Herald is great in Simic, Frostburn Weird is good in any blue or red deck. So if you're committed to Selesnya or Izzet and you don't see those cards...
Honestly, I firmly believe that the right strategy in DGR is to be drafting three colors. If you're drafting 2 colors, you get access to only one set of gold cards in a single pack. If you're drafting 3 colors, you get access to three sets of gold cards in two packs. Your mana may be slightly shakier, but your power level will be so much higher.
I know that Fatal Fumes isn't that good, but like I've said, the times that I've drafted a B guild and had that card I've been happy with it. The only time it really got me is when I was playing a deck that got the Boros enchantment that generates soldiers (can't remember the name) and against a deck that got Deadbridge Chant off and played a lot of the bigger creatures. There it did suck, but other than that it has played better than it looks like it should.I'm going to have to disagree with noquarter, Fatal Fumes is trash and I will regularly take mediocre creatures over it. 4 mana is WAY to much to just give something -X/-2. It's more like a combat trick than a kill spell.
@siddx: If you can stick to two colors, it will be in your best interests to do so. I feel most non-trainwreck decks in this format are two colors with a LIGHT splash though.
Commons that are stronger than they may seem: Hazada Snare Squad, Blue & Black "Maze" creatures, Rubblebelt Maaka, Thrashing Mossdog, Kraul Warrior
Uncommons that are stronger than they seem: ALL the split cards with Armed//Dangerous, Profit//Loss and Alive//Well being blowouts waiting to happen (Far//Away and Turn//Burn have already been mention and are super strong).
Trostani's Summoner is a full-fledged BOMB and better than many rares.
Random question.
Currently playing DotP 2014 and I like the white deck and the art on the angels. How much would it cost to make a deck like Avacyn's Glory for casual play? There's a card store around here so I could go take a peek with a checklist or somehting.
Besides a few hours in DotP 2013 and 2014 I'm pretty much new to Magic and don't own any cards.
Pack Rat is always worth hate drafting.-Hate draft only when no cards outta the pick benefits you. I think players will hate draft instead of getting a card that helps there deck sometimes and I think that's a no-no.
Pack Rat is always worth hate drafting.
The real expensive stuff is the Avacyn, Angel of Hope and Baneslayer Angel which are both about 15 bucks. Also up there are the Path to Exiles ($6), Champions of the Parish and Thalia, Guardian of Thrabens ($3). Most of the other stuff is probably less than a dollar per card.
Of course SCG restocks on cheaper Goyfs the day after I already bought a playset from them.
Could've not had to add in money with the store credit.
On the brightside of ordering the Goyfs earlier, it'll be here in time for modern FNM at least -_-
He's in the 115-120 bottom end now, unfortunately. I bit the bullet about a week ago immediately after the SCG jump.Is it worth just picking up Goyfs at $100/ea at this point? It feels better to that than let a bunch of fools play with the "card economy" at this point. I mean I really hate to bite down $400 like that but the odds of me even getting a single goyf from MMA packs is slim. I cracked a couple packs today and get a Sword of Light and Shadow for my troubles. Too bad that's the second one of I've opened (plus a Vendilion Clique). Oh well.
He's in the 115-120 bottom end now, unfortunately. I bit the bullet about a week ago immediately after the SCG jump.
Well that isn't so much a hate draft than a "win the draft" draft.
One of the great things about the full block Team Sealed format seemed to be that Pack Rat got way worse, since the synergy of opposing decks was so much better.Lose game one. Side into Pack Rat and 39 Swamps. Win easily.
Is anyone having issues with DotP 2014? Specifically, when I click on the "Don't show me again" button on the tutorial pop-ups, the pop-ups still occur.
Passing on DotP until they patch it up.
Just played DotP on my friend's iPad. It still has almost all the problems with it I had last time. And the time before. The computer opponent always has the right answers, and you always get flooded with land when the going gets tough. I literally have no fun playing that game.