Quote from gibbousmToday we mark the death of Jund's reign as lord of Modern. The loss of Deathrite it going to hit them hard and even now they have difficulty with fliers. How will they do when Bitterblossom Tokens are everywhere?
Quote from fnordI agree with you here. I'm not a fan of Voltron formats in general and making it hard to punish overcommitting just makes things worse. Plus, coming after MM and one of the best Core Set limited formats didn't help.
But anyway: in the opinions of everyone here, what was the most recent block where the second set improved the draft format?
Quote from Semantics
Eh, I'm always skeptical, but I really was hoping for a shake-up here, not because I dislike Theros that much, but for the sake of freshness and innovation.
Quote from CharlieDCongrats on your great result, Tahn!
I love this kind of thing! I have never been smart enough to work stuff like this out.
I don't know if you guys have ever played 4 Card Blind, but the local Legacy group ran some tournaments for it a little while ago on their website. The best I ever did was:
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It was super fun!
Yessss, this looks great, good luck! I've been playing a similar deck in Standard. Celestial Flare is my go-to for Blood Baron.
There is a GPT for GP Melbourne this weekend, both of which are Standard. I am still considering whether to go or not, as I don't even know if I'm going to the GP - and, if I do, I'll probably just play all the Eternal side-events.
GP Kuala Lumpur is next week. I wish I had prepared more, but I guess I know the format well enough. I'm going to draft a few times this weekend, maybe do a sealed if I can get enough people interested.
Quote from CommanderZAm I the only one to be seriously impressed by the variety of decks being played in modern currently? I remember everyone saying that modern is just jund and affinity not so long ago, but the meta seems really healthy to me.
Quote from delfamWas watching an M14 seminar on Youtube by Ben Stark and LSV. Stark said you should always play second even if you win the roll as it gives you an advantage throughout the game.
Wondering thoughts on this. He said basically unless you have lots of 1 and 2 drops that drawing is almost always better.
Quote from SeneI used to draw in just about every draft format, but recently we've had a lot of formats with good, cheap aggressive creatures and without the solid early answers that let you reliably grind opponents out. I feel like I have to be on the play in Theros because there are few ways to recoup lost tempo, and the additional card isn't worth it when removal costs five mana. Scars of Mirrodin is the last block where I felt that drawing first was correct a majority of the time (close to 100% of the time, actually).
Quote from mirrorentityPlayed against 5 Mistcutter decks out of 6 in Swiss matches today. With monoblue.
Reached the final.
Funny, the common complaint is for the Hydra to NEARLY go all the way, but the thing is it happens to often to simply be bad luck, right?
Well, I was the one who ended up with 42 packs. Not the extra bye for GP Paris though, ah well.
Quote from DolphanThis is kind of true but misleading. A curve with two turn two plays is not ideal, but it's not necessarily an overwhelming problem in sealed, and it certainly doesn't mean you should definitely include cards like the two you mention, which will win you almost no free games ever. They do give you a better chance of surviving against an out-and-out aggro deck, but those decks are rare in sealed; better to sideboard than maindeck against them. The crucial thing is having plenty of stuff at three, because not doing anything before turn 4 is much more of a problem than nothing before turn 3.
It's also just untrue that six five-drops is inherently a big problem in a sealed deck. That's probably about the max you want at 5+ (and you definitely want 18 lands here), but it's not overwhelmingly top-heavy.
Quote from ADAMYETTERI recently got some advice from a Pro Tour player about Theros sealed. He said "play your curve". Meaning if you have a Bronze Sable, or a Battle Priest, you play them because you always play whatever curve you have in your pool, in your colors. He said that if you do that, you'll win a free game or two in a long tournament, but more importantly if you don't do that, you WILL lose a few games in a tournament due to bad draws.
You've got six 5 drop creatures. In a 5-9 round event, that will become a big problem.
Take out some of the 5 drops, add some curve, and let your pool be awesome. Don't beat yourself, in other words.
ALSO, Cavern Lampad is a MUST include. In Sealed, the Lampad straight up wins games. Intimidate is hugely valuable in Sealed.
Quote from CynthaerAlright, I'll admit that I like Gift of Immortality more than I should. I just see a lot of opportunity for amusing maneuvers with it in this deck. On Baleful Eidolon it shuts down the ground on turn 3; on Cavalry Pegasus it shuts down everything without trample on turn 3; on Gray Merchant it shuts down the ground with style.
But, all told, I'll grant that being amusing does not make a card optimal for a given deck. I like it, but this is not the hill I will choose to die upon.
Anyway, now that I've jabbered on about how easy this is to build, I guess I should actually put down what I'd actually do with it so everyone can tell me if I'm full of crap.
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Creatures (14)1 Baleful Eidolon1 Cavalry Pegasus1 Observant Alseid1 Scholar of Athreos3 Wingsteed Rider1 Erebos's Emissary2 Celestial Archon2 Gray Merchant of Asphodel2 Sentry of the UnderworldOther Spells (8)1 Gods Willing1 Battlewise Valor1 Scourgemark1 Dauntless Onslaught1 Ray of Dissolution1 Read the Bones1 Divine Verdict1 Elspeth, Sun's ChampionLand (18)9 Plains6 Swamps1 Temple of Silence2 Traveler's AmuletSideboard1 Unknown Shores1 Dark Betrayal2 Viper's Kiss1 Glare of Heresy1 Leonin Snarecaster1 Ordeal of Erebos1 Pharika's Cure1 Setessan Battle Priest1 Gift of Immortality1 Cavern Lampad1 Lash of the Whip1 Sip of Hemlock
^ 95% of this was completely obvious, but the parts I'm slightly unsure about are:
Nothing happens until turn three. As long as you stick a Wingsteed, that's perfectly fine, but is it worth throwing Setessan Battle Priest in there as a backup plan?Include Pharika's Cure? It's a great card, but it's also an early-game card, and we really want WW on the field, not BB.Cavern Lampad? I feel like we'd rather play a 3-mana card than play this as a creature, and we'd rather play a 5-mana card than Bestow this, so I left it out.There are so many double-mana symbols on these cards that I think 2 Traveler's Amulets is the correct choice. Others may disagree.There's a lot going on at 5 mana. I think the ability to consistently land fliers justifies including both Celestial Archons and both Sentry of the Underworlds in addition to both Gray Merchants. Others may prefer to drop a Sentry.
Quote from the_cardfatherThe EV is the same across all the players but as your win % goes up the 8 man becomes a much better choice.
Quote from bateleurThat takes a little more setting up, because drawing too many makes you lose.