Hey everyone. It's been a while since I've played MTG. Last time I played was before the 'new' MTGO client launched, for reference. Ixalan seemed interesting and I wanted to return to something I used to enjoy - Sealed and Draft!
I've looked over the spoiler a few times and watched some set review videos and have come to the conclusion that this pool appears to be a pile of garbage. A lot of stuff but nothing that really jumps out to me as anything that will win games. I don't see any true bombs that can carry me.
White just seems so weak on its own, but a RW deck gives mean aggressive curve with a chance to finish things off with one or both of the pump spells, but seems to lose to a single Cloudcrown Oakasaur.
UBr let's me play more of the cards with good standalone value but has so few creatures I don't know how I'd every win a game vs. any sort of removal.
A Green base deck, utilizing fixing and treasures, could support a four color approach which seems to have the best mix of a good curve and let's me play most of my more powerful cards.
Any feedback on this pool would be appreciated as I'm trying to get myself re-familiarized with how to think and approach sealed pools. It's been a while and need to dust the cobwebs off.
I've put together a few decks like RW, UBR, and GRUB
Your power is focused on your Pirates in this pool.
Admiral Beckett Brass can just win games.
You've got a banner and pirate cutlass with solid black/blue setup.
I'd play almost all your black except Chupacabra, with your blue pirates and gold pirates, fill in with red pirates and blue support (Dive Down, etc). Add in your Rare Artifacts and your are close.
After having played in the pre-release, tribal synergies seem to be the way to go with this set. So while you don't have any gaming winning bombs, the fact is you have two lord-effects for pirates (Admiral Beckett Brass and Vanquishing Banner), and quite a fair bit of fixing that a Grixis deck seems like it should be reasonably strong.
This gives you 14 creatures, with 11 pirates. Which should make good use of both the Admiral and the Banner's bonuses. You have access to your best removal spells, Contract Killing, Vanquish the Weak and Unfriendly Fire.
If you face a deck with lots of removal, then siding in Dive Down is an easy move to help keep your creatures alive. I could also see trying out some of the blue bounce spells to try for a more tempo build. The problem is you don't have a tonne of early creatures to make the most of the tempo.
But that is just my opinion, make of it what you will.
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I've looked over the spoiler a few times and watched some set review videos and have come to the conclusion that this pool appears to be a pile of garbage. A lot of stuff but nothing that really jumps out to me as anything that will win games. I don't see any true bombs that can carry me.
White just seems so weak on its own, but a RW deck gives mean aggressive curve with a chance to finish things off with one or both of the pump spells, but seems to lose to a single Cloudcrown Oakasaur.
UBr let's me play more of the cards with good standalone value but has so few creatures I don't know how I'd every win a game vs. any sort of removal.
A Green base deck, utilizing fixing and treasures, could support a four color approach which seems to have the best mix of a good curve and let's me play most of my more powerful cards.
Any feedback on this pool would be appreciated as I'm trying to get myself re-familiarized with how to think and approach sealed pools. It's been a while and need to dust the cobwebs off.
I've put together a few decks like RW, UBR, and GRUB
1 Demystify
1 Sheltering Light
1 Vampire's Zeal
2 Raptor Companion
3 Skyblade of the Legion
1 Inspiring Cleric
1 Kinjalli's Sunwing
1 Legion Conquistador
1 Rallying Roar
1 Ritual of Rejuvenation
1 Territorial Hammerskull
1 Looming Altisaur
1 Paladin of the Bloodstained
1 Shining Aerosaur
BLUE
2 Dive Down
1 One With the Wind
1 Siren's Ruse
1 Storm Fleet Aerialist
2 Depths of Desire
1 Sailor of Means
1 Storm Fleet Spy
2 Cancel
1 Headwater Sentries
1 Pirate's Prize
2 Run Aground
1 Storm Sculptor
2 Blight Keeper
1 March of the Drowned
1 Skittering Heartstopper
1 Desperate Castaways
1 Deadeye Tormentor
1 Heartless Pillage
1 Skymarch Bloodletter
1 Vanquish the Weak
1 Fathom Fleet Cutthroat
1 Lurking Chupacabra
1 Contract Killing
RED
1 Fathom Fleet Firebrand
1 Nest Robber
1 Swashbuckling
2 Tilonalli's Knight
1 Dinosaur Stampede
1 Headstrong Brute
1 Demolish
2 Trove of Temptation
1 Storm Fleet Arsonist
2 Unfriendly Fire
GREEN
2 Jungle Delver
1 Deeproot Warrior
1 Drover of the Mighty
1 Ixalli's Diviner
1 Ixalli's Keeper
1 Merfolk Branchwalker
1 Atzocan Archer
2 Blossom Dryad
1 Crushing Canopy
2 New Horizons
1 Tishana's Wayfinder
1 Emergent Growth
1 Ancient Brontodon
1 Deadeye Plunderers
1 Raging Swordtooth
1 Admiral Beckett Brass
1 Cobbled Wings
1 Pillar of Origins
1 Thaumatic Compass
1 Pirate's Cutlass
1 Conqueror's Galleon
1 Vanquisher's Banner
1 Dragonskull Summit
Admiral Beckett Brass can just win games.
You've got a banner and pirate cutlass with solid black/blue setup.
I'd play almost all your black except Chupacabra, with your blue pirates and gold pirates, fill in with red pirates and blue support (Dive Down, etc). Add in your Rare Artifacts and your are close.
I would go with a build something like this:
1 Skittering Heartstopper
1 Desperate Castaways
1 Deadeye Tormentor
1 Skymarch Bloodletter
1 Fathom Fleet Cutthroat
1 Storm Fleet Aerialist
1 Sailor of Means
1 Storm Fleet Spy
1 Storm Sculptor
1 Fathom Fleet Firebrand
1 Headstrong Brute
1 Storm Fleet Arsonist
1 Deadeye Plunders
1 Admiral Beckett Brass
1 Pillar of Origins
1 Pirate's Cutlass
1 Vanquisher's Banner
1 March of the Drowned
1 Vanquish the Weak
1 Contract Killing
2 Unfriendly Fire
1 Siren's Ruse
1 Dragonskull Summit
4 Mountains
7 Swamps
5 Islands
This gives you 14 creatures, with 11 pirates. Which should make good use of both the Admiral and the Banner's bonuses. You have access to your best removal spells, Contract Killing, Vanquish the Weak and Unfriendly Fire.
If you face a deck with lots of removal, then siding in Dive Down is an easy move to help keep your creatures alive. I could also see trying out some of the blue bounce spells to try for a more tempo build. The problem is you don't have a tonne of early creatures to make the most of the tempo.
But that is just my opinion, make of it what you will.