You probably shouldn't be planning on any interesting archetypes in sealed. That's not what happens in sealed. That said, red does look like a good color with some strong aggressive stuff, although I think it'll pair better in sealed with green or white.
I am a big fan of the green high range decks. Green has big game winning fatties at the end and the defensive creatures and combat tricks to get us there. With green you want to have a lot of creatures on the field shutting it down with their fat asses. Might of the Masses is a huge card. This theme combos well with blue (more big gut guys, counter spells, lock down/return) and black (the best kill spells)
But drafting black can get you in trouble. I've started multiple drafts with bomb black removal cards and seen just nothing playable and cut the color. Black creatures are very weak, you splash in for the bombs.
White has good sized bodies for offense and defense they will be a component of lots of decks and a couple cards are insane (Sentinel comes to mind)
I'm a little disappointed that green seems so weak! It has some really good uncommons, but in terms of commons, outside of [[Llanowar Empath]] and the new Savage Punch I'm not very impressed.
Green is strong because much of the cards pair well with it's other colors as well. Green/White benefits from morerenowncreatures which could make Valeron Wardens more playable. And Greens big fatties benefit well from Suppression Bonds, Mighty Leap and Grasp of the Hieromancer pushing them over stalled boards. Green/Blue gets big tempo plays with cards like Disperse, Separatist Voidmage and Send to Sleep. While the addition of flyers (and fly-enablers) like Scrapskin Drake and Ringwarden Owl. Plus access to Skaab Goliath never hurt anyone. Green/Red is rather obvious, a bunch of burn to act as removal and some more aggressive creatures and cards like Act of Treason, Firefiend Elemental and Titan's Strength means that if our opponent isn't on his/her feat we can win off turns they think are stable. Green/Black I think is the weekest. Black has good cards but it's got a lot of bad too. We benefit well from combat tricks like Touch of Moonglove, but the biggest synergy between green/black is elves and that's pool dependent. It might be better in draft. The last thing I'll touch on with Green/X synergy is that nearly all of the multicolor green cards are playable in a vacuum so long as your in their colors: Citadel Castellan, Zendikar Incarnate, Bounding Krasis are all very strong for their cost. And with enough elves Shaman of the Pack is too, though I think she'll be better in constructed.
That's my shpeel on green but yeah, I think it'll be very strong.
It seems like the difference between rares and uncommons is smaller than usual in this set. There are a lot of mythic uncommons and a lot of bad rares.
Something im noticing is that while leaf gilder is about as good as golden hind was there isn't a lot of good green 4 drops to cast on 3, green mostly hits its stride at 5 mana when the fatties come out to play. Llanowar empath and sylvan messenger are both just kinda worse shaman of spring who was itself only good but not great, and wild instincts is pretty wasted if you cast it on a tapped leaf gilder just to kill a 2 drop, and somberwald alpha is great but more of a team booster not something you ramp into and take over a board with, you certainly aren't blocking with him. Of all green common and uncommon 4 drops only pharika's disciple is really good in that situation. Blue has been a really great second color paired with leaf gilder openings because of aspiring aeronaut, separatist voidmage, tower geist, or playing two 2 drops or one 2 drop while leaving up a disperse or turn to frog or negate or something.
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I don't understand why people are excited about two power plays for four mana. Is there some format where that has been a really exciting thing? It's three time walks easier for me to stall out the ground for a 7 turn clock like Snapping Drake than it is for me to do so for Aspiring Aeronaut.
Gilder's main payoff is the rhox maulers imo. I can see the maulers being a card that will just straight up win you the game if you can accelerate it out a turn early and get an attack in that you wouldn't have been able to get one turn later. Even Pharika's Disciple seems rather mediocre since it trades with a lot of common 3 drops, so you'll have to look elsewhere to accelerate out 4 drops (most of which are harder to cast due to having double colored mana symbols).
Yeah, Maulers is pretty redonkulous. It dodges all common-rarity conditional removal in the format and is simultaneously undercosted. Wouldn't be surprised if it ended up being the best common creature in the set.
It's worth noting, though, that the amount of unconditional common removal is pretty high. All three esper colors have a no-strings-attached removal spell at common, and that's not the normal state of affairs.
I am a big fan of the green high range decks. Green has big game winning fatties at the end and the defensive creatures and combat tricks to get us there. With green you want to have a lot of creatures on the field shutting it down with their fat asses. Might of the Masses is a huge card. This theme combos well with blue (more big gut guys, counter spells, lock down/return) and black (the best kill spells)
But drafting black can get you in trouble. I've started multiple drafts with bomb black removal cards and seen just nothing playable and cut the color. Black creatures are very weak, you splash in for the bombs.
White has good sized bodies for offense and defense they will be a component of lots of decks and a couple cards are insane (Sentinel comes to mind)
Green is strong because much of the cards pair well with it's other colors as well. Green/White benefits from more renown creatures which could make Valeron Wardens more playable. And Greens big fatties benefit well from Suppression Bonds, Mighty Leap and Grasp of the Hieromancer pushing them over stalled boards. Green/Blue gets big tempo plays with cards like Disperse, Separatist Voidmage and Send to Sleep. While the addition of flyers (and fly-enablers) like Scrapskin Drake and Ringwarden Owl. Plus access to Skaab Goliath never hurt anyone. Green/Red is rather obvious, a bunch of burn to act as removal and some more aggressive creatures and cards like Act of Treason, Firefiend Elemental and Titan's Strength means that if our opponent isn't on his/her feat we can win off turns they think are stable. Green/Black I think is the weekest. Black has good cards but it's got a lot of bad too. We benefit well from combat tricks like Touch of Moonglove, but the biggest synergy between green/black is elves and that's pool dependent. It might be better in draft. The last thing I'll touch on with Green/X synergy is that nearly all of the multicolor green cards are playable in a vacuum so long as your in their colors: Citadel Castellan, Zendikar Incarnate, Bounding Krasis are all very strong for their cost. And with enough elves Shaman of the Pack is too, though I think she'll be better in constructed.
That's my shpeel on green but yeah, I think it'll be very strong.
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I LIKE DRAGONS!
Storm Crow is strictly worse than Seacoast Drake.
What was the point in being speedy with a Leaf Gilder to get an Aspiring Aeronaut if it's the same clock as Orchard Spirit anyway?
Check out my expected lands table at:
https://spreadsheets.google.com/spreadsheet/ccc?key=0Airj6A6lYAz_dG05T2JETnVTak1xQ0tqOHNSdEJLWVE&hl=en_US#gid=0