I'm going to ignore your discussions of Forced Fruition and Mulldrifter, since this is a Limited (Sealed/Draft) review, not Standard.
Kederkt Parasite comes down on Turn 1 if you're lucky. If you're even luckier to also have a Red permanent to play on Turn 2, then you start pinging away on Turn 3. That's the best case scenario.
There's not a ton of card drawing in this set so in most situations you're looking at -1 life every turn starting on Turn 3. Hence the comparison to Onyx Goblet.
Parasite is much cheaper than Goblet, so that's a plus. It can also attack, but you can't expect to hit more than maybe twice with a 1/1 that lacks evasion.
So if you're lucky, it's a cheap Onyx Goblet + 2 that is quite vulnerable to removal or disruption. (One of the nice things about Goblet if you have to run it is that it's hard to remove and is reliable.)
Furthermore, they don't even have to kill your parasite with the removal, they can just clear your Red permanents and that's just as good.
I guess you can run it in an aggressive deck if you're desperate for playables, but it's not a good card. It just does too little.
1 Dauntless Bodyguard
3 Knight of New Benalia
1 Mesa Unicorn
2 Aesthir Glider
1 Pegasus Courser
1 D'Avenant Trapper
2 Baird, Steward of Argive
1 Teshar, Ancestor's Apostle
1 Aven Sentry
1 Juggernaut
1 Tiana, Ship's Caretaker
1 Charge
2 Seal Away
1 Gideon's Reproach
1 Adamant Will
1 Icy Manipulator
2 Fiery Intervention
Land (17)
12 Plains
5 Mountain
1 Healing Grace
1 Tragic Poet
3 Sergeant-at-Arms
3 Excavation Elephant
2 Arcane Flight
1 Vodalian Arcanist
1 Academy Drake
1 Stronghold Confessor
1 Settle the Score
1 Windgrace Acolyte
1 Frenzied Rage
1 Gaea's Protector
1 Skittering Surveyor
1 Guardians of Koilos
White was extremely open. I could have played mono White, but I wasn't really getting rewarded for being mono White vs. just heavy White, so I threw in the 3 Red cards. They were all late picks, I wasn't trying to be Red, it was more an opportunity that didn't cost me anything.
This deck went 3-0. Some of the standouts were Pegasus Courser, which is excellent at getting damage through once the opponent has some ground blockers, and Aven Sentry as another cheap source of Flying damage. The plan here, perhaps obviously, is to get off to a fast start and then close with Flying. The one negative was the number of X/1 creatures in the deck. That bit me a couple of times with cards that deal 1 damage to all creatures. Six 1-toughness creatures is more than I'd want to run again in the future.
I'll be back later to add the 2nd deck...
Between Play Points driving the price of packs in the secondary market back up to $4, and these depressed prices for chase rares, this is a very expensive set to draft!
I actually ended up 2-1 in that draft I mentioned, beating some serious newbs in Rounds 2&3. (My Round 2 opponent played a 60-card deck, for example.) This changed my perspective in a lot of ways. It reminded me that even if I don't know *this* set, I know the fundamentals and that counts for a lot. I also remembered that Swiss is great because even if you're not the best player at the table, you can often still get a very respectable 2-1 result by playing tight. Finally I was reassured that the reason the signals in the draft were so strange was probably because there were 2+ players at the table who had no business drafting, based on how they played, and maybe one or both was sitting near me. For example, the guy who passed me a Blight Herder?!
I know this can't be done, but it would be cool if there was a "Senior" circuit of Magic. For folks who used to play a lot and for whatever reason in life (family, career, changing tastes) have transitioned to less frequent play, like they do for pro golf.
I do listen to podcasts while commuting, and that does help a lot. I at least knew going into this draft what the popular archetypes of BFZ are.
Thanks again. Just another example of why this is the best Limited community. Good luck finding support like this on Reddit...
I suppose I'll try to draft once per set, with expectations of going 0-3, and take it from there.
But seriously, Magic is a young person's game. The time commitment required to be good is enormous. It's not like other games because every 4 months you have to re-master it. To those of you in your late teens and 20s...if you have aspirations of a family one day...enjoy your time now because there won't always be time to be a good Magic player. There's a reason all the pros seem to be late 20s/early 30s with no kids.
Round 1, Game 1: I keep 2 lands and Anticipate. My third land is 7 cards deep.
Round 1, Game 2: I keep a 4 land hand. My next 6 draws are land.
Ya know I hate to say this, but I honestly might just give up the game. The last 3 months haven't been that bad. I'll never have time to be better than bad anymore -- being good at this game requires a time commitment that raising children and holding down a steady job simply don't allow. Maybe this was the universe kicking me in the nuts like...come on man, you have a kid now and you don't have time to practice the set, put the cards down.
If having access to 5+ archetypes bores you, I think you should just quit Limited and try a different game because it doesn't get much more diverse than that.
In the late game, this is not an issue because lands become less useful and good creatures are more likely to be dead. But early in the game, it's questionable to put a 2-drop on top, for example, just because you can. It's sometimes correct to decline the "may" ability.
While correct, this doesn't really address my point. The issue is that you're going to have 2.29 copies of S commons vs. 0.79 copies of L commons, or nearly 3 to 1. Add in the fact that L comes last, and it becomes strategically meaningless. You can't count on seeing any particular L card, therefore you can't build a strategy around trying to obtain them. L just becomes garnish for your deck. You have to build around S, and considering you're getting the same concentration in 2 packs of S vs. 3 packs of L, you'll know early in the draft whether a particular strategy is open.
Degenerate combos come from combinations of cards. By offering S in similar frequency but fewer number of commons, you're more likely to obtain the pieces of a combo.
SSL: 2.29 to 0.79 ratio (2.9 to 1)
SLL: 1.15 to 1.58 ratio (1 to 1.4)
The latter allows for better balance. Not everyone wants balance, but WotC has a poor track record of balancing a small set. I'm not saying it can't be done, but I'll believe it when I see it.
This is a drastic change. You can't just say frequency in two packs = frequency in three packs. That's mathematical hand-waving.
Even if the issue is not degenerate combos, the format is going to get stale quickly because you'll be drafting more of the same S commons over and over and over.
I'm also not very receptive to the "But the sets were DESIGNED to be drafted this way!" argument. We get horrible draft formats all the time. They're all designed to be good. Many are simply...not. There's not a lot of evidence that R&D has fine control over how their formats turn out.
Pros: SSL will be drastically different than LLL, whereas SLL was often similar to LLL. You can build around new cards in S that previously might have been ignored unless they were heavily supported in L.
Cons: If S has any degenerate strategies at common, they are more likely to overwhelm the new format since we'll have a high concentration of each S common.
Historically, core sets and expert sets have been designed quite differently leading to different dynamics as the sets mature.
While it does create synergy, it's kind of ham-fisted. There's this evil race of monsters who work together...but they also get along with creatures who are in sneaky fireball form...and little 1/1 mechanical flying drones.
I didn't realize they're retiring the Tribal card type. I suppose that does explain it. I question if this is a more elegant solution but at least it's a logical reason. Thanks for catching me up.
Well then it makes even less sense that these mechanics interact well! Allies can't do anything with awakened lands, but Eldrazi can use them for their needs. Flavor fail.
WotC has printed terrible cards before because they misjudged the nature of the format in testing.
Also I think it's a dick move to post a block of text where I was wrong about Magic Origins just to discredit me. The fact that I was wrong then doesn't mean I'm wrong now, and it looks like you're just trying to shame me for being wrong in the past. We're all allowed to make predictions here and most of them that aren't super safe will be wrong.
That's a rather complicated interaction for a newer player to grasp. (Most new and casual players think lands are the color of the mana they produce.) You could accomplish the same by making the Awakened lands creature type Eldrazi. Maybe they're doing something cool with Devoid down the line, but right now it feels like they wanted to do Eldrazi Tribal and somebody said yeesh that seems boring, can we do something else with them? So they made a new mechanic that is so far 99% Eldrazi Tribal but with a new name to pump up the number of new mechanics they can advertise.
I'm also always wary of the sets where everyone says "Oh cool they've ratcheted down the aggro so we can all play midrange decks!" That gets said a lot during spoiler season, then after a few weeks of hands-on experience, the aggro decks emerge. I'm a little concerned because both Eldrazi and Allies are linear mechanics, and linear = speed. Maybe not of the same sort as Magic Origins where it's all about overpowered 2-drops, but more in an avalanche-of-value way.
You slow down a format by printing good removal and blockers, not by simply increasing the frequency of expensive drops or things like Awaken spells. I'm not going to get excited until we see those cards that actually enable the strategy. Right now we're just seeing the potential rewards, and also some ramp which is nice.
The fact that Bully rarely gets blocked by a 2/3 tells me I should be attacking with 2/2 Prowess creatures into 2/3s more often than I probably do. The bluff is rarely going to be called, especially in Red where the 2-for-1 potential off instant speed removal is quite real.
Then in the same set, they pair it with Jhessian Thief which is the exact opposite of Bully. Bully says "You probably can't afford to block me." Thief says "You probably can't afford to not block me." It's a small thing but really great design.
Blue has by far the most instants. Black has the least. The other colors are all sort of equal so there's not really a perfect pair.
I don't particularly want to run Artificier's Epiphany but I think the card is OK if: you're short on playables, you have a lot of artifacts/thopters, or you have a lot of instants like counterspells. If you can just do something with it, to make it Divination occasionally, and to make it effectively free occasionally because you held up counterspell mana that your opponent played around, it's perfectly fine. It's worse than Anticipate on average but with some upside as long as you have at least one artifact in your deck.
You should always cut it for "real" cards though. The only reason this card is OK is because it's an instant and replaces itself plus a bit of card selection. That sets the bar very low. I'm not sure that I'd ever run more than 1 copy, because multiples could really screw up your tempo with no great benefit.
Invocation is still likely to cripple your opponent but it will often be "Overrun except your opponent gets one more turn." Big downgrade.
With all that said -- Overrun is a format warping type of effect. "Worse Overrun" can still be really good.