Rob Dennis
Developer
this is a very, very different list from the original thread here:
http://riptidelab.com/forum/threads/robs-450-unpowered-list-with-primer.113/
And since I can't rename threads, I thought maybe it'd be better to make a new thread? Maybe not, I'd be happy to delete one or the other.
here's the cubetutor list:
http://www.cubetutor.com/viewcube/161
(note, this list is current as of 2013-08-24)
Here's a cuesbey link to my new list (to compare against yours):
http://cuesbey.com/#/797676e1-4c05-44ac-a4cf-0913a5e5ef4c
And here's a cuesbey link for my old list compared to my new list:
http://cuesbey.com/#/118c3e67-f3e0-423e-93e9-dad0aac4ebd8
Red is removed, Green is Added, Blue is in Both
Goals:
In each section, I'll list times I'm breaking singleton, along with any notable sub-themes before transitioning into the supported archetypes by color pairs
White
Each color pair has a plan that it's drafting towards and able to execute on. Ideally there's more than one.
I'll take this first in allied color pair order:
http://riptidelab.com/forum/threads/robs-450-unpowered-list-with-primer.113/
And since I can't rename threads, I thought maybe it'd be better to make a new thread? Maybe not, I'd be happy to delete one or the other.
here's the cubetutor list:
http://www.cubetutor.com/viewcube/161
(note, this list is current as of 2013-08-24)
Here's a cuesbey link to my new list (to compare against yours):
http://cuesbey.com/#/797676e1-4c05-44ac-a4cf-0913a5e5ef4c
And here's a cuesbey link for my old list compared to my new list:
http://cuesbey.com/#/118c3e67-f3e0-423e-93e9-dad0aac4ebd8
Red is removed, Green is Added, Blue is in Both
Goals:
- Maximize variety in draft and play
- There really shouldn't be a "correct" pack 1 pick 1; the right card is based on your mood, what you think will come back, and your knowledge of your neighbors preferences
- Any card where it's always "correct" to take it pack 3 pick 1 needs to be benched
- Someone drafting a deck, should beat an opponent who drafted cards, no matter the seat
- synergies are important; collections of synergies form archetypes; a deck that focuses on 1-2 archetypes has a proactive game plan
- any card with enough raw power or is so uninteractive that it allows a random pile to beat a good synergy deck needs to be benched
- Hexproof/static protection from a color are examples of uninteractive abilities
- Each card gets played, because it's one of the following:
- contested (not just playable, or ok) in multiple archetypes
- the engine of it's own archetype that's actually worth going into
- has fun enough gameplay, that even if it's only good in one archetype, it'll always get played
- The list works in both a 2-man grid draft, up to an 8-man
- I don't get to fully draft a whole lot, but a two-person draft is a lot more common
- currently happy with it when we ban two colors at the start: link
- This cube breaks singleton; there are specific times where I've intentionally done so, and I'll state my reasoning there, but here's some examples:
- when the potential archetype/theme in a particular color/combo aren't particularly fun/interesting/enticing enough to have people draft it I'll consider breaking singleton
- there's a card that promotes interesting play decisions where there aren't functional reprints or similar enough cards to use instead of a repeat
- There's a number of cards banned for being an uninteresting draft choice (often, this is a power level thing):
- Power
- Most fast mana except Grim Monolith
- Jace, the Mind Sculptor
- Elspeth, Knight-Errant
- Strip Mine
- Coalition Relic
- Batterskull
- Wurmcoil Engine
- Umezawa's Jitte
In each section, I'll list times I'm breaking singleton, along with any notable sub-themes before transitioning into the supported archetypes by color pairs
White
- High-quality aggressive creatures
- Good point removal (though intentionally less good than red/black)
- Best sweeper effects (though still only a few)
- Flicker/Blink effects (mostly the ones that can hit your opponent's stuff and they come back EOT)
- Tokens (global/permanent pump effects, army in a can cards)
- Some resource denial via Armageddon (end the game when you're ahead) and Balance (catch up or break the symmetry to get ahead)
- 2x Champion of the Parish / 2x Elite Vanguard / 2x Gideon's Lawkeeper
- This is really just doubling up on Champion and supported it with using the functional reprint that has the human type
- 2x Flickerwhisp flicker effect on a 3CMC 3 power evasive creature means this should be a role player in most any deck
- 2x Wall of Omens
- not a lot of white defensive creatures worth blinking
- 2x Soltari Champion
- better play experience compare to 1 champion and 1 Pianna, Nomad Captain
- 2x Otherworldly Journey
- The flexibility of faltering a blocker is worth the EOT return on the 2 CMC flicker effect
- Good tempo (via bounce or cheap counters) and high-power evasive creatures
- the usual control tools of hard counterspells/card draw/control magic effects/cloning what made it out (a distant 4th in hard removal though)
- higher ratio of instants and sorceries relative to creatures compared to non-red colors
- Opposition pairs well with most of the other colors (except may red)
- 2x Looter il-kor
- more than 3 total looters seemed like a good number, and glad two of them wear equipment
- 2x Delver of Secrets
- wanted the cheap tempo creatures to be good enough to be worth it (vs, say Phantasmal Bear)
- Sacrifice outlets for profit
- Graveyard recursion as card advantage
- Best point removal, with good sweepers as well
- disruptive aggro using threats with manageable drawbacks balanced by resiliency
- discard spells prevent hard to deal with cards from hitting the board
- Some control tools in addition to removal in the form of card draw (typically in exchange for life)
- lifegain to offset life payments
- 4x gravecrawler, 2x carrion feeder, 3x bloodghast
- not a new trend, but the aggressive nature of these recursion creatures and sac outlets promote a different, and I think more interesting type of gameplay relative to more grindy choices like Reassembling Skeleton and Contamination
- 2x Blood Artist
- supporting the sacrificing and lifegain themes at a cheap cost
- 2x Vampire Nighthawk
- Defensive lifegain creature that still attacks fine and really enables a control deck to get the resources and time they need
- 2x Cabal Therapy
- supporting disruptive aggression while being a fine sacrifice outlet
- Aggressive creatures back by burn for reach and removal
- More burn than a typical list because I wanted to play more control-relevant spells (e.g. Arc Lightning) and to differentiate the Red and White aggro gameplan
- Sacrifice outlets for profit
- Threaten effects for burst damage, pairing well with sacrifice outlets
- resource denial via artifact/land destruction
- 3x Young Pyromancer - 2x Guttersnipe
- Get additional value out of burning things
- 2x Goblin Bombardment - 2x Greater Gargadon
- Sac outlets; and for gargadon, a great 1 drop
- Ramp to more expensive spells earlier using either creature-based or land-based ramp
- Value creatures to gain incremental advantage while ramping to a big creature (or to get value off a birthing pod activation)
- Big creatures to cast when you have a lot of mana (or Birthing Pod
- Most of the ramp creatures are elves, including 2x Elvish Archdruid for some random upside
- Graveyard and non-creature permanent hate
- 4x Birthing Pod
- Not really a new trend either, but this has been good in its role to make a different type of archetype, want the same cards as normal ramp which is good for competition
- 2x Scavenging Ooze for graveyard hate and being a late game relevant 2 drop
- 2x Penumbra Spider for holding off the enemy while being letting half of it become a 5 drop thanks to pod
- It's useful to have colorless cards that mirror effects that might exist in other colors (e.g. add some colorless sac outlets and Red, Black, and other colors entirely can have access to the effect where it makes sense)
- For Artifact ramp, I'm not allowing color fixing while ramping until 3CMC (notably, no signets); colorless ramp at 2CMC is fine
- 3x Bonesplitter
- This is mostly a reaction to wanting to get rid of static protection effects like on the mirrodin swords
- it's been great, but it's answerable by any color pair
- 2x Solemn Simulacrum
- Value guy to ramp/pod into
- Each color pair has 5 pieces of fixing:
- OG dual land
- shock land
- fetch land
- worldwake man land (allied color) / 2nd fetch land (enemy color)
- land relevant for what the color pair is trying to do (e.g. Fetid Heath due to notoriously hard B/W costs; vs Battlefield Forge for turn 1 Red AND White)
- 4x Wasteland
- instead of Strip Mine and a bunch of worse-than-wasteland options, we're running enough wastelands that you need to be intentional about sequencing land drops
Each color pair has a plan that it's drafting towards and able to execute on. Ideally there's more than one.
I'll take this first in allied color pair order:
- White + Blue
- Tempo - Aggressive (hopefully evasive) dudes, with enough counter-magic, bounce (both blue), and point removal (white) to drag out the "beginning" phases of the game, where you ideally push across 20 points before your opponent can play out all the cards in their hand
- Control - Play defensive creatures, counter their haymakers, draw into your answers to things that make it onto the board, sweep away multiple cards
- Sub-themes:
- Value Blink - Blue has a lot of value effects attached to creatures, and white has a lot ways to re-trigger those effects
- Tokens/Opposition
- Blue + Black
- Tempo - Disruption through discard and aggressive threats that can get hits in using bounce, cheap counters; card draw helps us to not stalls out; Blood Artist effects provide some reach
- Control - counter or kill their haymakers, draw into your plentiful answers to creatures that make it onto the board, sweep away multiple cards
- Reanimator: Looter il-kor and other looting effects discard fatties like Griselbrand to animate dead early
- Sub-themes:
- Nekrataal and other removal-creatures plus clones
- bounce your stuff, cast discard spells for hard to deal with things
- Black + Red
- Aggro - Disruption through discard and aggressive threats; clear out blockers with burn, or turn it towards your opponent's head; burn plus Blood Artist means a LOT of reach
- Grixis (add Blue) Control - Similar to Blue/Black control, but different/more point removal
- Sub-themes
- Mark of Mutiny your stabilization play, attack you with it, I'll draw cards with Disciple of Bolas, take 1 from Blood Artist
- Red + Green
- Ramp: ramping up to big plays, be they Woodfall Primus or Banefire; burn out your opponent's threats; stabilize with value guys like Huntmaster of the Fells or Obstinate Baloth]
- Pod (optionally adding another color) - you care less about ramp, but get as many interactive/value creatures you can manage, and climb up your Birthing Pod chain; adding red has some decent interaction at the 4-6 mana spot (Flametongue Kavu, zealous conscripts, inferno titan) but there's not a lot of redundncy so you need to prioritize of branch into a third color
- Sub-themes
- Aggro with some extra support: stormbind, Bloodbraid Elf suplement a primarily-Red aggressive gameplan
- Resource Denial: effects like Plow Under, Stunted Growth, Pillage set your opponent back so far that you can clean up at your leisure
- Green + White:
- Midrange: Ramp to powerful 4-5 drops 1-2 turns early
- Ramp: ramping up to big plays, be they Craterhoof Behemoth or Elesh Norn; use Wrath of God to reset and recover faster
- Pod (optionally adding another color) - you care less about ramp, but get as many interactive/value creatures you can manage, and climb up your Birthing Pod chain; this pairing has a very potent 7/8-mana top-end that includes Angel of Serenity and Hornet Queen so prioritize value guys like wall of blossoms, and cloudgoat ranger help you get there
- Sub-themes:
- Tokens: Swarm the board with lots of creatures (some who tap for mana) and pump all of them up with cards like Glorious Anthem or "Overrun" effects like on Garruk Wildspeaker
- Artifact/Enchantment removal is common in this color pair
- White + Black
- Midrange: gain life (Sorin, Lord of Innistrad and Nearheath Pilgrim) and use that life to get more resources (Night's Whisper, Ambition's Cost)
- Esper (Add Blue) Control: White and Black has a high concentration high concentration for creature/and non-creature removal; blue is usually still needed for counterspells and card draw
- Sub-themes:
- Tokens + Sacrifice Outlets: play and flashback Lingering Souls, sac them all for Carrion Feeder, you take 4 from Blood Artist, I attach with a REALLY BIG CREATURE
- Black + Green
- Recurring Survival: Getting Recurring Nightmare and Survival of the Fittest (or slightly less powerful, though similar cards) accrues a lot of value by searching/discard threats/stabilizers and reanimating them
- Ramp: ramping up to big plays, be they Grave Titan or Rampaging Baloths; reanimate any fatties your opponents managed to kill, and use black's card draw to get more threats if you run out of gas
- Pod (optionally adding another color) - you care less about ramp, but get as many interactive/value creatures you can manage, and climb up your Birthing Pod chain; in Black/Green it's easy to pod away Black's resurrecting 1 and 2 drops so you don't always have to climb all the way to 6 to get value.
- Green + Blue
- Ramp: ramping up to big plays, be they Frost Titan or Terastodon, clone liberally for even more value, and use blue's card draw to get more threats if you run out of gas
- Pod (optionally adding another color) - you care less about ramp, but get as many interactive/value creatures you can manage, and climb up your Birthing Pod chain; Blue/Green has significantly more value than interaction on the way up, so plan accordingly (maybe get that other color in there)
- Sub-themes:
- lots of creatures and Opposition / Edric / Master Biomancer
- Blue + Red
- Tempo: stick a threat like Delver of Secrets or young pyromancer and protect it/gain value through all the spells you're casting
- RWU (Add White) Control: cram as many cheap and interactive pieces of removal together, and win with a quality threat like Restoration Angel who re-triggered your Augur of Bolas along the way
- Sub-themes
- Incentivized to play a lot cheap spells thanks to the threats I mention above, along with Snapcaster Mage and Guttersnipe
- Red + White:
- Boros Aggro: play as many quality 1-2 drops you can, burn out your opponent's blockers, and cast Armagedon, Ajani Vengeant, or Hellrider on turn 4
- RWU (Add Blue) Control: cram as many cheap and interactive pieces of removal together, and win with a quality threat like Restoration Angel who re-triggered your Augur of Bolas along the way
- Sub-themes:
- lots of artifact destruction in this color pair