With the official release of Kaldheim in less than a week, the pre-release drafting game has begun! But before you hop on TCGPlayer to buy the hottest cards on the market, here are some generally accessible decks that will give you a lot of versatility right out of the box. Of course, every pre-release pack has their own luck with cards, but these three decks should be a solid option for anyone looking to build a deck without paying extra online.
Blue-black is here to stay baby! As opposed to Rogues this time, Kaldheim focuses more on the undead side of things. There is a wide range of zombie creatures in both black and blue cards, which make it real easy to work together. One key favourtie is Narfi, The Betrayer King who is able to both boost your other zombies and also bring himself back from the graveyard (as long as you have snow lands untapped). Another big help is the newest addition to the rogue collection, Draugr Thought-Thief is able to look at the top card of your deck, choosing to either keep it there or send it to the graveyard. Add some counterspells, along with some creature removal spells, and you have a strong deck that can negate most things coming into play.
Just make sure to hold onto Annul in your side deck. They can be handy against a red-white deck that is playing more artifacts than you would like.
Aggression with power ups is hard to beat. Red-white has a lot to offer in the realm of the new Kaldheim set. You can channel your focus towards humans, dwarves, or angels through this deck, but the best synergy has got to go to Dwarves. Start developing treasure tokens with Seize the Spoils and Forging the Tyrite Sword, then spend them to search your deck for key creatures and artifacts with Magda, Brazen Outlaw. Pull a creature from your deck to your hand, such as a Goldspan Dragon if you need mana, or straight to Halvar, God of Battle to start swinging with big numbers. Mix Koll, The Forgemaster in there for a damage and toughness bump, along with some card return if someone dies, and bam – that’s going to be a tricky deck to beat.
Blue and green cards have taken a big boost in new set. If you are able to build big monsters AND have control over the board… well, you see where this is going.
A big aspect of Kaldheim’s green plays are Shapeshifter creatures. Maskwood Nexus makes this especially powerful, making all of your creatures every creature type. This means any board wipe cards like Crippling Fear are useless against you. Maskwood Nexus also allows you to go into an endless stream of 2/2 Shapeshifter creatures as long as you have three mana to spend each turn. Throw in a The Trickster-God’s Heist and you have control over what creatures you have from both sides of the board. Add some additional snow lands and some Faceless Haven‘s to get a nice 4/4 you can throw at your opponent as extra measure.
Not a bad way to play, eh?
Did you create an interesting deck out of your pre-release that you want to show the world? Leave it down below in the comments!
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Welcome back, travelers! As I mentioned last week, Ikoria: Lair of Behemoths is not a set that rewards stubbornly sticking to a fixed pick order. Instead, I recommended that you reevaluate cards frequently during a draft to maximize the power level of your decks. However, Ikoria is a complex set and there are people that might need a little help to understand when a card that looks bad becomes good. Or when a card that’s already good becomes fantastic. For them, I shall outline the Ikoria draft archetypes in this article.
With some Magic sets, a breakdown for each of the 10 color pairs is good enough – but not Ikoria. Many color pairs actually have multiple themes with their own unique build-around cards. Ikoria’s variety adds nuance to every draft as you craft a synergistic two-color deck or even splash bomb rares. With the above-average fixing in the set (rare triomes, uncommon crystals, Evolving Wilds, common dual lands, Farfinder), it’s not hard to increase the power of your deck without harming its consistency. By being aware of the set’s diversity in themes, you can properly navigate the different Ikoria draft archetypes while drafting. Then, you will end up with a powerful deck that has a focused plan for victory.
For each theme below, I give a brief description of the theme’s game plan and list its synergy cards. Synergy cards are either the enablers that help you play a certain theme or the payoffs. Payoffs are the cards that reward you for playing into a theme. I list both enablers and payoffs as they all go up in value when you are in that theme. Consequently, many bomb cards and efficient removal cards from Ikoria will not be seen below. Their strength is already quite high and being in one theme vs. another has little-to-no bearing on their value. As I am just listing the cards, I’ve left it up to my audience to read each card and come to their own understanding of how it helps a particular game plan. Ultimately, I have full faith in each of you to figure this out.
Now that you can identify the many themes within the Ikoria draft archetypes, you should be able to make better decisions in your drafts. You’ll see when a certain theme might be open to you by a synergy card coming to you late in Pack 1. You’ll have the ability to understand when a card should be picked because it contributes more to your deck than it normally would. In short, you’ll win more drafts!
Thanks for listening to my words, friends, and may fortune favor you on Ikorian battlefields. If you’d like to join me and a great community of players in our explorations of the different Ikoria draft archetypes and themes, enter our Discord server at https://discord.gg/5nRhMGV. During this time of quarantine, Three Kings Loot still fires draft tournaments, using MTG Arena and 3rd party sites. Come play with us Monday, Friday, and Saturday at 19h30 Eastern Time!
-Evan, Chewer of Thoughts
Hello traveler! Ah, I see you’re going to Ikoria – the Lair of Behemoths. Yes, if I recall it’s a wild plane and full of monsters, both man and beast – all of them sure to be out for your blood. Best not let your guard down! Being a Mythical planeswalker, I have ventured there and survived its dangers time and time again. As a result, I have some advice that might just help you keep your head when exploring the depths of Ikoria Draft. So, please, listen carefully…
It’s dangerous to go alone! Companions are creatures that allow you to play them from your sideboard as long as your starting deck meets the card’s companion requirements. You should take all of them highly. First of all, they are powerful rares with hybrid mana costs. This increases their chance of remaining a relevant first pick. As long as your deck is able to play either of the hybrid colors, you can play it normally. In addition, if your 40-card deck meets their requirements, you can make them your companion. More often than not, it is worth doing this while drafting as long as you maintain an average power level. In Limited, resources are often traded fairly evenly between players and end before either player has seen most of their library. Starting a game with an extra card will end up winning you many duels on Ikoria.
Ikoria: Lair of Behemoths is not a set that supports blocking. Firstly, there’s a lot of instant speed interaction that can make combat turn out bad for you. Secondly, the value of your own creatures is high. This is especially true for decks that are built around mutating, a set mechanic that demands you have a non-human creature on the battlefield. Finally, there’s an abundance of creature removal, able to take out the biggest bombs and threats of this format.
When you are faced with a choice to block, it’s important to step back and consider if you can afford to accept this damage in exchange for one of their own blockers becoming tapped to attack. You must think about your ability to win a race, given what’s in your hand and your potential draws. After all, in an Ikoria draft, there are many cards that can help you deal damage more quickly than, and ultimately defeat, your opponent.
The first prominent type of card in this set is an efficient removal spell. Blood Curdle, Ram Through, Pacifism, and Fire Prophecy are just a few examples all found at common rarity. Using efficient removal means you spent less to deal with a threat than your opponent spent to cast it, also known as mana advantage. With enough mana advantage, you are able to develop and attack with a few creatures while simultaneously removing their relevant threats. Be aware of the strength of removal in this set and use it judiciously!
The second category I want to note is cards that have the potential to deal huge damage on the turn that you play them. There are many examples in Ikoria: Lair of Behemoths. Zenith Flare, for decks that are heavily invested in cycling. Similarly, unblocked Prickly Marmosets and several Drannith Stingers also use cycling to deal so much damage that games will suddenly end in your victory. In other decks, mutating creatures effectively grant themselves haste when merging with a non-human that you already own on the battlefield. You can easily swing a race in your favor by adding significant power (Archipelagore) or evasion (Vulpikeet/Cavern Whisperer) to an important attacker. Even the humble Lava Serpent works in a pinch to deal an unexpected 5 damage.
In this set, you should highly scrutinize every block you make, even ones that seem favorable to you. It doesn’t matter if your creature seems much larger or if you might have an instant-speed interaction spell. Ultimately, not blocking means that you avoid risking your board state and you preserve your ability to swing back on future turns. Then, with the aid of the aforementioned spells, you can deal the final points of damage for an exciting victory!
You should take 1 mana cycling (1MC) cards more highly. Particularly if you’re in pack 1 of the draft and there are no above-average playables. These are likely to end up being good picks for several reasons. First, if you end up in the cycling deck, you will definitely play the card. Second, this signals to others that the cycling deck is closed off to them which will help you move into the archetype. Lastly, even if you’re not cycling or of it’s a cycling card you can’t play, they can be used as a colorless cantrip to effectively reduce your deck size. Instead of playing an average 23rd card and a 17th land, you can simply stick two 1MCs in your deck. This increases your chances of drawing powerful cards you want to play.
Keep in mind, however, you’ll need to reduce your land count proportional to the amount of 1MCs you play. Otherwise, you risk drawing too many lands and flooding. Personally, I tend to treat them as non-cards. So, for a deck with five 1MCs, I would build a mana base for a 35 card deck. Meanwhile, others use ratios such as one land removed per every three 1MCs.
No matter what, pay attention to how the deck feels while playing. There’s no exact science to the proper amount of lands when cheap cycling is available. Many factors are involved: cards that cycle for higher costs, the number and quality of your cycling payoffs, whether you’re playing Best-of-One on Arena which uses a hand smoother to improve starting hand quality, etc. All these affect the number of lands a cycling deck might require. The most important thing one can do is stay observant!
An Ikoria draft is not a place for inflexible pick orders. It’s more important to build a deck that synergizes with itself than to end a draft with a mixed bag of “strong” cards. Even some removal is hard to play in certain styles of decks. For example, Rumbling Rockslide has a lower value in streamlined cycling decks. Such decks often posses a low land count both in the library and on the battlefield. In fact, such decks usually look to defeat their opponent before Rumbling Rockslide becomes respectable removal. In those same decks, you will likely want to play Cathartic Reunion to avoid flood. Meanwhile, hardly any other archetype would want such a card. It is one of many cards in this set that may look bad but are useful – somewhere.
You must be able to recognize when a card goes from barely playable to above-average in your deck. Otherwise, you will struggle in this set. A pick order cannot tell you when such moments occur, so you’ll have to determine them for yourself.
Thanks for listening to my words, friends, and may fortune favor you on Ikorian battlefields. Check back here next Wednesday, May 6, for my next article breaking down Ikoria’s many archetypes and themes. It will be a great guideline for understanding the synergies of the set and thinking flexibly about your card evaluations. If you’d like to join me and a great community of players in our explorations of the Ikoria draft format, enter our Discord server at https://discord.gg/5nRhMGV. During this time of quarantine, Three Kings Loot still fires draft tournaments, using MTG Arena and 3rd party sites. Come play with us Monday, Friday, and Saturday at 19h30 Eastern Time!
-Evan, Chewer of Thoughts
This is going to be the third and final crack a pack that I will be doing for Battle for Zendikar…at least for right now. Having taken a shot at a draft I really got a taste for the format. However, watching better players sink their teeth into the format has helped me solidify some of my thinking around many of the cards. There are so many things going on out there that I would like to try and touch on, so I’m going to do this pack and then take a little break from cracking packs and talk about a few of the other things going on in the Magic community in the weeks to come. So, let’s not waste any more time!
Let’s see what we’ve got this week.
Murk Strider is a pretty reasonable card if you want to play the Ingest/Processor deck or the R/U Devoid deck. However, a 3/2 for four mana is not an outstanding rate and the ability of bouncing a creature is just decent because the set-up cost is quite high. If this was a mana cheaper or a bit bigger this would be a much stronger critter, but it trades with most two drops and is largely replaceable. This would not be anywhere near the first pick and I would expect I can find this pretty easily very late in the pack.
Sludge Crawler is a more relevant threat. 1/1 for 1 is not usually that relevant because unless you land it on turn one they often get blanked by a 2/2 or better. However, this one can scale in the late game to trade more profitably by pumping. The Ingest is also relevant. It is still not a first pick, but I would look at it ahead of the Murk Strider.
Kor Castigator is a pretty relevant ally. A 3/1 for 2 mana is very aggressive and can pay you off handsomely if you are in the ally deck by coming down early and threatening plenty of damage if unchecked. Also, since it is an Ally it also is not a dud in the late game to trigger a pile of Rally triggers. The last piece of text is that it can’t be blocked by Scion tokens which is very relevant in many matchups. I’m still not taking this early because I would expect to find this quite readily later if I am in the Ally deck.
Reckless Cohort is not a first pick by any stretch. It is a reasonable 2 drop and can play a role in the R/W allies deck. However, a 2/2 for 2 and a questionable drawback hardly makes this guy exciting.
Cloud Manta is just a solid reliable flier. Nothing fancy here but it is usually a useful card and you won’t be sad to run it. This and Shadow Glider are just two relevant fliers, sort of like Wind Drake, that decks running Blue or White will gobble up and love to run. Not a first pick mind you, but something that is likely to get snapped up fairly quickly.
Sandstone Bridge is another of the utility lands this set packs and it’s pretty decent. This not a first pick because the land just isn’t good enough but it will often be the pick over many of the other playables because it just offers a little more flexibility. Nice card…but still no.
Tajuru Beastmaster is the first real card we’ve seen in this pack and even at that it likely isn’t a first pick. It’s a big curve topper in an ally deck or a deck looking to leverage the anthem-esque effect of this thing. It is clearly the best card we’ve seen to date in this pack but I would be very displeased if this ended up being first pick.
Demon’s Grasp is bad sorcery speed removal. You don’t really want spells like this if you can help it, but sometimes you need stuff like this. I wouldn’t seriously look at this for a first pick and in this pack many of the other just “playable”cards would win out over this. Sure, you might take it late, and you might even run it, but you don’t really want to if you can help it.
Eldrazi Skyspawner is the business. This is just a value creature and there is no other way around it. A 2/1 Flier and a 1/1 scion for three mana is very solid and stacks up with Sandsteppe Outcast or Ghirapur Gearcrafter from some of the other formats we have recently seen. This also goes in just about any deck playing blue and is pure value. Whether I select this over the Beastmaster is debatable, but I think I would be leaning towards this because this is quite a bit cheaper and easier to play, but I would need to really think about it.
Scythe Leopard is a 1 drop that I’d probably rather avoid. It is very good in a Constructed Landfall deck where it can consistently be cast on turn 1, but in Limited this doesn’t match up well in any other situation other than being cast on turn 1. Even with Landfall this gets outclassed by so many other creatures that it is hardly worth the pick. I like the leopard, but just not if I intend to win.
Grovetender Druids puts me in two colours and with a creature that is good, but not insane. I don’t think the payoff is big enough for me to jump into two colours right away, so I think I’ll pass on this and opt for one of the other cards in the pack.
Cryptic Cruiser is another payoff for ingesting. However, as a first pick I don’t think it makes sense. If you want to go into the Ingest/Processor decks you really ought to start with the Ingest cards and then try to find your payoff instead of grabbing the payoff and then finding the Ingest cards. Not all Ingest creatures are equal and you want to be sure you have some good ones before you start looking for the payoff.
Drowner of Hope looks like it should be the slam dunk pick. Six mana for a 5/5 are solid stats and it makes two 1/1 scions so in essence you are getting 7 power and toughness for your 6 mana. The ability to sacrifice a scion to tap down an opposing creature is also an important ability. However, if you take this you need to ask yourself what sort of deck lends itself to maximizing this sort of creature. At first glance this looks it should fit in a B/U sacrifice sort of deck where this and Zulaport Cutthroat are your big time payoffs. However, how many 1/1 scions are you getting to maximize the ability to tap down your opponent’s team? Blue makes a few and Black has a couple, but you aren’t really getting a ton of them so the idea of sacrificing a bunch of scions and then reaping the benefits as you drain your opponent out is fairly limited. On top of that, B/U usually wants to play the Ingest/Processor game and not token production. Green is the colour that makes a pile of tokens and is the situation where this could be really explosive. Can you imagine sacrificing a pile of tokens, tapping down their whole team and then crashing in for a ton of damage? Sounds appealing to me. But is U/G really a powerful thing? Maybe with the Converge deck, but that can be tricky. Drowner might also want to go in the U/R Devoid deck because that is also a relevant choice. With so many deck options it is hard to pick one solid deck that this goes in, but Drowner plays reasonably well in all of them and it leaves you very open to a number of strategies. Drowner of Hope seems to be big time game and looks like the front runner in this pack.
First pick is very handily the Drowner. It is strong all on its own and fits in a wide variety of decks meaning that our options going forward are pretty good. The real question becomes where do we go from there? There is almost no chance we’ll see the Sky Spawner come back around or the Sludge Crawler but you never know about a few of the other things in this pack. Even things on my top 5 list might make it back around depending on what other decks start to take shape around the table. As a result, it is very difficult to predict what might come back on the wheel and so our next couple of picks will be very important to help get us into a “lane” here and steer our future selections. The nice thing is that Drowner leaves us open and gives us lots of options and very sizeable top end to our curve that can help get us there.
Thanks very much for taking the time to stop in and read. BFZ is proving to be a very complex and difficult draft format. My own limited playing experience is proving to be a bit of an issue, but thank goodness that lots of other, more skilled, players are posting Draft vids all the time so I can see first hand what is getting picked and where.
Next time I’ll be back to brewing and I have a couple of budget decks that I’ve been working on that I’m ready to share with all of you. So, until next time take care of yourselves and have a great MTG day!
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
Welcome back folks! Today we are back on the old Crack a Pack plan with an eye towards evaluating a pack of Battle for Zendikar for a draft. Let’s open up the pack and see if there is something interesting in here or if we are going to have a tricky time sorting out our first pick.
Mind Raker is a serviceable Hill Giant with upside. It passes the vanilla test just barely but I’m not convinced that the ability to discard a card is overly relevant. I get the sense that if you want to play Processors and Ingestors in your deck that you are looking for something better than making them discard a card. Now, if you don’t happen to have a lot of Processor payoffs and you just sort of jam this guy for the body to get the occasional upside of making your opponent discard then you are probably pretty happy with it. I’m not picking this early and I would expect that if I want it late it’ll likely still be there.
Territorial Baloth just does good work. He is a beefy creature, gets bigger with Landfall and can just make a mess of the battlefield quite quickly. This guy plays super well with things like Evolving Wilds, Blighted Woodland and any spell that allows for more than 1 land per turn at Instant speed. As much as I like this guy (and I had him as a 10/10 for a turn at the pre-release) I would expect that we can do better with our first pick and wait and see if we can find one of these later on in the draft.
Roilmage’s Trick looks like a bad card, but I think it actually plays better than it seems. I’m not thrilled about this being a 4 mana instant, but let’s face it most decks in this format will be at least 2 colours making the Converge ability fairly reasonable. Besides they can’t make this effect be too cheap when Hydrolash from Origins (which is very similar) is 3 mana. Many decks I’ve seen can handle a splash for a third and maybe a fourth if you are in Green. That means you are likely shrinking down your opponent’s creatures by at least -2/0. That means that those 3/2’s are only dealing 1 point. Those Grizzly bears ain’t got no teef! Imagine getting -3/0 or even -4/0? Think about the profitable blocks you could set up knowing that damage will be a minimum. I’m not saying go out and mortgage the farm for this one, but I do think that there is something here and it could be a suitable combat trick. If I find myself in Blue and need a mid-round pick I would look at this seriously.
Outnumber is a very solid Instant speed removal spell. My personal inclination is to say that this is perfect in a R/G or R/W strategy. That’s where you can get lots of inexpensive creatures then follow up by casting this to take our their bomb and then stampede through the hole for the win. I don’t have much to quibble with here and I would absolutely be looking at this early and often in this pack.
Snapping Gnarlid is the baby brother to the Baloth, but is much more playable as a two drop. Not a first pick, but most certainly something I’m going to be keeping my eyes open for if I find myself in Green or Green is showing as being open. I like this guy and likely over value him at this point in the format, but good two drops are always important in a draft deck.
Spell Shrivel is still a no. I’m not big on Counters and that hasn’t changed since last week.
Scour from Existence is still m’eh. I’m not picking this early even if it is good catch all removal. Let’s be honest, how many times will I want to get to 7 and then Exile their thing? If I really need this I’m likely already dead. I would take this once my options start to dwindle or I need a sideboard card, otherwise I’m likely to move on.
Tajuru Beastmaster is the curve topper for a Rally/Ally deck. I’m pretty ok with a big body like this and the quasi Anthem effect could be very potent. This wouldn’t be a first pick, but it is a very solid selection.
Turn Against takes Act of Treason to a whole new level. Instant speed makes this potentially back breaking as you steal their creature, block their other creature (presumably killing them both) and you get to reap the benefits. How frequently that this will be that good remains to be seen, but it is appealing. I’m not sure I like the 5 mana needed to cast this, but at least it is only single Red meaning I could splash it or cast it with minimal strain on my mana. I would expect this to be a fairly early pickup around the draft table because the potential ceiling is very high with this one.
Bloodbond Vampire sort of feels like a payoff for the lifegain deck. Sadly she lacks evasion to truly make her devastating. The bigger perk might be that this is an Ally meaning you can trigger Rally yet again. While this could be pretty strong in the right build, it feels like it could be a bit underwhelming unless you can find it some sweet synergies to tag along.
Tide Drifter is the reverse of Ruination Guide in that it pumps your colourless team +0/+1. That could be relevant and make you more adept at blocking, but that feels like it is a bad tradeoff because now you are inviting a couple of combat tricks to blow you right out. I would be far more inclined to take a Ruination Guide, but in the absence of the Guide this is a decent plan B.
Ruinous Path is a ridiculous bomb here. Sure it is Sorcery speed removal, but it really reads “3 mana make that bad thing go away”. The upside on the Awaken is also not trivial because in the late game this can make a very relevant creature that can shore up the ground game or join in on the beat down. This is very clearly the strongest card in this pack and is an automatic windmill slam.
Rising Miasma seems like it could be a strong card to wipe away an aggressive deck. However, I’m not taking it when I see the Ruinous Path in this pack. It isn’t even the second best Black card in this pack! No, there is little to no chance that I would be keen to pick this up.
Ok folks, this is a pretty easy choice. Ruinous Path is the pick and highly incentivizes us to look at Black in order to make the most of this sort of highly efficient, extremely powerful removal spell. When this pack wheels there is almost no chance of seeing the Complete Disregard so we’ll need to look at other things. Bloodbond Vampire or the Mind Raker might be a choice as a reasonable body in Black, or I might have to look at another colour. B/G might be a fair colour combination and we might get either the Beastmaster, the Gnarlid, or the Baloth. That has some promise. The Blue in the pack looks a little underwhelming but B/U is a very strong colour combination if you can find the right pieces. So, I would be prioritizing Black at this point to try and cut off other players from jumping into Black but I would also have an eye towards keeping an open mind and spotting a strong second colour to pair with Black. However, if my next pack has some ridiculous strong card that I can’t ignore then I might need to re-evaluate my plan and try something a little different.
Well, there we have it. A pretty easy first pick Ruinous Path, but lots of options to weigh as we move forward as we try to maximize our deck. I can’t wait to get my next taste of the draft format because it seems to be so wide open and synergy based that it is fun, refreshing, and always challenging.
Thanks for taking the time to stop in and have a read and as always, have yourself a great MTG day!
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
Hi folks! Today is pretty exciting because this will be my first Crack a Pack for Battle for Zendikar. With a new Limited format taking shape this is the perfect time to open up a pack and go through card by card to establish what you might take in a draft, if this was your first pack.
I have to say, on the whole, Battle for Zendikar feels very nuanced compared to some of the previous sets. Origins had very clear “good” cards and “bad”cards and even Dragons of Tarkir was fairly obvious. Battle for Zendikar feels much more subtle and it has a lot more conditions for the cards to be good, but once they are good your deck becomes pretty solid. The real danger comes if you aren’t able to grab enough of or the right synergy pieces then your idea starts to fall apart. Your first couple of picks become so crucial to provide you with strong playables, but be certain keep your eyes open to the synergy pieces that are passed to you. With all that in mind, let’s open up the pack and see what we find today!
Giant Mantis is just a solid playable card. It is just a Giant Spider and is nothing fancy. There is no way this is an early pick and will only make your deck for curve consideration reasons. That said, it is a useful card and when you need it you are always thankful it’s in your deck.
Anticipate is one of those cards that always sounds really good, but in a draft deck is often a card that under performs. It just doesn’t impact the board and eats up a valuable card slot. Yes, it is an instant and can help smooth out your draw, but the cost of playing this over something else is real. I’m not a big buyer of this in Limited.
Kozilek’s Sentinel is a more interesting card because as a 1/4 for two mana this is an excellent blocker. The fact that this could gain an extra point of power (or two) is just extra gravy because it costs you nothing extra. This may not be an early pick, but don’t overlook this if you are in red because if you wait too long it’ll be gone.
Inspired Charge is not an early pick. This gets picked up if, you are in a token strategy and can use it something akin to an Overrun effect. I’ll pass on this early because it’ll probably be there late if I am the deck that wants this.
Scour from Existence is a fine card to deal with just about anything and fits in every deck. The exile is nice because a processor card could use the card exiled as fuel for a bit of a bonus too. Sadly, it’s 7 mana. I’m not in on this early, but if I see one later on I might be inclined to pick one of these.
Grave Birthing is something I’m interested in. Not first pick, but interested in. I feel like it starts to help enable you to to play the Eldrazi processor cards as a payoff without skewing your deck to ingest cards. The surprise blocker could also be real. Don’t get the wrong idea, this is a card that has marginal upside and some modest synergy, but I am interested and if I start to see myself taking some processor type cards then I might be more inclined to grab this sort of reasonable enabler.
Broodhunter Wurm is Green’s Summit Prowler-esque card. He’s a very playable 4/3 vanilla creature and will make your deck regularly enough if you want it. I’m not crazy about it, but I recognize this sort of card has definite value. I would be passing this and hoping to see if I can find one later on to fill out my curve.
Spell Shrivel is a counter spell. I’m not really big on counter magic in Limited decks and this is no exception. I’m going to say initially that this is a no but perhaps in a few weeks, after we’ve seen how the format shakes out a little more, I might be inclined to take this a little more highly. We shall see.
Here is the first REAL card I would look at. Complete Disregard is a very good spell. It is reasonably costed, Instant speed removal that even synergizes with Eldrazi processors. This is EXACTLY the sort of card I would consider taking first. The only downside is that it is a little on the conditional side of things with getting things with power 3 or less, but I think that is a reasonable drawback and something that I can work around. This parallels with Reave Soul from Magic Origins very nicely which was a very good common to pick up and I expect Complete Disregard to be similar.
Roil’s Retribution is a very powerful card. Yes, it is 5 mana, but this is similar in many ways to Pyrotechnics that we just got to play with in Fate Reforged. It is Instant speed and almost ensures that you can get a 2 or a 3 for one out of this spell. It is somewhat less flexible because you can’t target your opponent directly to burn them out and you can get punished pretty heavily if your opponent can play around it and make you leave up 5 mana on your turn to avoid getting blown out by it. I feel like those are manageable risks and not a reason to avoid this card. This one would be pulled to the front along with the Complete Disregard.
Ruination Guide looks pretty spicy. If you can get the Eldrazi Scion token swarm deck online this could be just a horrific beating. However, there is a pretty high set up cost to make this really good. I would rather to make sure I had a few other Devoid/Eldrazi cards in my pile first before I go for this guy. This would still be a fairly early pick, but not a first pick until I saw where I was with my deck.
Slab Hammer is a very solid artifact for an aggressive Landfall deck because you get to replay your lands for yet MORE Landfall triggers AND you get the bonus from this. I’m still not picking it highly. This might make my deck as a 22nd or 23rd card, but I can’t see myself prioritizing this too frequently.
Sunken Hollow is a pricey high-end rare that really only pulls its weight in Constructed. The real question is this: do you pass the expensive rare land and take a better playable or do you just rare draft the value? If this is in paper, I’m totally taking the land. If this is on MTGO, I’ll take the playable instead because this will most likely only be worth about half a ticket and not impactful for the deck most of the time.
Fertile Thicket as a foil sure looks pretty. Definitely not a first pick, but it sure is very pretty.
Can you believe the Swamp might be a consideration in this set? With full art basics being a real thing you might actually give this some consideration. I might question your sanity…but hey…maybe you’re a collector? I’m not really. This would be left for near the end of the pack.
First Pick: If this is a draft in paper and I get a shot at a Sunken Hollow then I’m totally grabbing it. I love non-basic lands and go to great lengths to pick up as many as I can. Furthermore, the raw monetary value from this one card makes this very appealing and not something to be passed. Now, if this is an online draft the relative value of Sunken Hollow is minute compared to the paper version. I am also incentivized to win more with more/better prizes, so I would pass on the land and look to be picking up a playable card for my deck. I’ve made the mistake of taking the fancy land online and have no intention of repeating it. No, online I would most certainly be looking at the removal spells first. I think in this pack I would be starting off with the Roil’s Retribution even if it is a little on the expensive side.
This was a very interesting pack because of the presence of the rare land in the pack. The value represented in real life vs the online desire to win is very interesting and a key feature to keep in mind. However, I feel like the Roil’s Retribution is likely the BEST card choice if you are intent on trying to win and not value draft.
Thanks for taking to time to stop in and have read. Next week I’ll have another pack of Battle for Zendikar and we’ll see how things continue to change following the Pro-Tour & Grand Prix, SCGs and more heavy online exposure. But until then, have a great MTG day!
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
Hi everyone and welcome back to Casual Encounters. Today I am going to do something that I haven’t done in a little while. I have fairly regularly cracked a pack and gone through what I would be looking at if I were starting a draft, but today I’m going to crack that pack and look at for the ART. I call it my Art Draft and today I’ll be busting open a pack of Dragons of Tarkir. Let’s not waste any time, let’s get down to business and see what is in the pack!
Have you ever really looked at the art on Qarsi Sadist? Have you? It is pretty amazing art on a card that is very marginal. The act of sacrificing the man on the altar is pretty detailed, but it is the masks of the guys pinning him down that are pretty chilling. These would be the type of ornate masks I would expect to find right out of some horror movie and are frightening while beautiful. However, look closer. Who’s is that in the background? Yeah, that is Silumgar. I don’t think I’ve ever actually noticed because my eyes get pulled to the masks in gold and the white shroud on the victim, but therehe is lurking in the background. That’s crazy neat. I may not be a big fan of the card, but I’m on board when it comes to this card in terms of art.
Sabretooth Outrider is a fine piece of art where the art is essentially exactly what you were expecting. You get a big cat, plenty off red on account of the colour of the card and generally a pretty predictable card. Heck, I can even account for the first strike because of the lances they are carrying. This is just fine on a card that is also just fine, but no one is getting excited. The white in the background is kind of whitewashing the whole piece, the art is reasonably predictable, and nothing remarkable really stands out. This is just fine, but nothing more.
Champion of Arashin is a little more interesting. The hound in the foreground is very interesting and highly detailed if you look at the armor he’s wearing. The background is also pretty interesting with the other hounds joining the battle as well. However, the real winner here is the fact that they sneak Dromoka into the background breathing a big gout of flame. This is more my style.
Atarka Beastbreaker looks pretty bland to me. Sure, he’s pretty jacked but that is hardly noteworthy. The colors and contrasts are once again kind of washed out and there really isn’t much happening. By comparison, the Champion of Arashin is on the midst of a battle, while this guy is coming home dragging supper behind him. This really isn’t anything super cool even if the card is a fine little card for a draft deck.
Mystic Meditation offers us far more in terms of visual eye candy. The colors are a little sharper and the detail feels like it is just a notch above what we’ve seen done in the other cards. Look at the dragons above the figure in the center and tell me those aren’t detailed portrayals of dragons. The gold steamers coming down from the ceiling look to be floating, further capturing the moment that looks like “mystic meditation” so that the art truly matches the card. I think the aspect that really pulls me into this card is the quote from Narset in the flavor text. I’m a huge fan of this fairly simple card draw spell because the art totally appeals to me.
Butcher’s Glee is one of my favorite combat tricks in the set and art is almost as good. That little goblin just looks so funny coming lunging at you brandishing that huge machete. The big toothy smile says all I need to know about this goblin and what it is feeling. I also really like that the action shot is up close. The close up perspective adds an emotional dimension that reinforces the panic for the card, much like you might feel if you are the one trying to cast this. You don’t want to have this spell fizzle so the sense of panic is real. The flavor text is also pretty neat as we get to know a little bit more about the the little goblin Kneecleaver. I’m just a fan on the whole and feel like the emotion in the card art matches the emotions I feel as I play the card.
Ojutai Interceptor is one of those card that had me excited when the set dropped because I like the art, but I’m less thrilled with it now. Sure, the morph like cloud behind the bird is pretty cool looking but there really isn’t much else to look at. There is a monastery appearing faintly in the background, but even that can not save this card. The bird in the foreground just doesn’t look like much because even the colors are a little muted. Sadly, this one has slipped down my list of card art preference and is much lower than it was a few months ago.
Herald of Dromoka has a lot more of what I like. The foreground is a highly detailed character in mid action which is a good start. The background is very interesting as well with a pile of soldiers leaving the temple on the left hand side of the card frame. They are clearly in a rush because the fortress is under assault. The right hand side of the card frame is a huge Dragon trying to bbq the fortress. My only real complaint with this card is the horn. It just looks so ridiculous right there in the middle of the card. I think the piece of art would have been more powerful with a different horn, but they were looking for a common thread to tie this to the Abzan from Khans of Tarkir. However, I still feel like it looks a little silly and detracts from the rest of the cool art.
Segmented Krotiq is a pretty gross looking centipede but it’s the sheer size of that thing is what’s so neat. Underneath the Krotiq is a monastery of sorts and it is absolutely dwarfed by the size of this gigantic creepy crawley. While I appreciate the proportions of the bug, I’m not hugely enamoured by the art and wouldn’t be putting this super high on my list.
Tail Slash is one of my favorite removal spells from the set but I can’t say the same for the art. The portrayal of the dragon doesn’t seem to match with the images we’ve seen elsewhere in the set. It feels like this has been pulled out of a book on dinosaurs because it looks like a brontosaurus with wings rather than an honest to goodness dragon. Apparently this dragon also got a 2-for-1 out this deal based on the two guys being launched in nearly identical positions. No, I can’t get behind this art even if the spell is very solid removal.
Echoes of the Kin Tree looks like it is a poster for the Hobbit. The relative positioning of the figures in the foreground look like they have been taken right out a movie. Their uniforms are dull to start with and dulled further as our eyes are pulled to the ghostly figure in the background. The art does a good job of conveying the significance of the card because it becomes clear that spirits are supporting the living warriors of the Dromoka brood. The best part for me is the flavour text about the human warriors maintaining their tradition of worshiping the Kin Tree despite Anafenza being executed. This card is reasonable and the art is pretty, but the positioning of the characters on the card feels very cliche.
Dromoka’s Gift is much cooler. I think what appeals to me is the vantage point as you look up, past the soldier being rewarded, up at the face of Dromoka. This feels like the moment is pretty momentous and should be something to take note of. Sadly, the card itself doesn’t match the grandiose art, but we aren’t here to quibble about spells are we. Based solely on the art, this is something that I like and enjoy seeing. If only the spell itself was slightly better.
Self-Inflicted Wound is a grisly card if I’ve ever seen one. Our eyes are drawn to the man in the foreground and the anguish he is experiencing as he fights against himself to try and prevent harm. However, what is interesting is the combination of the corpse in the lower right of the card frame in purple mist and the pair of matching purple cloaked wraiths in the background in the top left. This man clearly has no hope and The Reaper is clearly coming for him. This is chilling and grisly art to say the least and something that is interesting to examine more closely.
Clone Legion is pretty cool simply because of the mirror factor that has matching forces on each side. This feels like a flavor success in the truest sense of the word because the art and name show almost exactly what the card says it does. When art, name and card all match life for the players is made easy and things make sense. When either the card art or the name don’t match, players get confused. Don’t believe me? Check out a card like Tormented Soul or Orchard Spirit which clearly floats because it is a spirit or wraith. It can’t be blocked except by a creature with flying. However, they themselves don’t fly. That’s something that newer players don’t always remember because both of them LOOK like they should be flying. Well, Clone Legion is a win because if you look at the name and look at the art you can get a really good sense for what the card does.
My first pick is going to be the creepy art on Qarsi Sadist. The detail in the masks and the fact that Silumgar is lurking in the background pushes this over the top for me in this pack. This wasn’t the best art pack I’ve ever opened, but there certainly were some pretty reasonable choices. I always like looking at the art on these cards and this was fun today.
Thanks for stopping in to have a read! Have yourself a great MTG day!
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter
Welcome back folks! I was looking through my entries and noticed that it had been a long time since I cracked a pack for you guys and thought it might be time to pop open a pack and treat it like I was going to draft. I have drafted loads of DTK/DTK/FRF and towards the end it was starting to get stale…but Origins seems pretty spicy and is still very much a thing for a couple of more weeks. So, let’s open up a pack of Origins and have a look at what I might pick if I was sitting down to draft.
Ok, so the rare is a nice one! Scab-Clan Berserker is actually a very nice card. I wouldn’t call it a grade A bomb, but it is a very solid card and can start to warp the board if your opponent needs to think twice about casting non-creature spells. The fact that this creature has Haste is incredibly valuable because it allows you to sneak it in to trigger the Renown on it and then sit back and allow the triggered ability to pile up and yield you further value. I would be thumbing this to the front of the pack and looking for anything that might top it.
Malakir Cullblade is an interesting card, but in order for us to get value out of it you need to have your opponents creatures die and it is highly unlikely that this is going to do it, at least initially, on its own. That means you need to do a fair bit of work to get this to a reasonable point. With one counter this is a 2/2, but it still trades with just about every other 2 drop in the format. As a 3/3 you will start to get value, but that’s asking a fair bit. If you can get this to being a 4/4 you’ve done well and you should be ecstatic, but most clever opponents will ensure that this never gets to that point. If I end up in Black I would look at this as a mid-round pick up, but even then I might not run it because it takes a bunch of work to get it to be good. I’m sure this pack has better cards, so I’ll pass and keep on looking.
Angel’s Tomb is a fun little artifact that can be a very real and relevant threat, but it is conditional on you casting other creatures to enable it. This usually isn’t an issue, but it means that you can’t always rely on this to be your answer. Make no mistake, I’ve lost my fair share of games to this card, but it is not a high pick for me and unlikely to be something I prioritize highly.
Mage-Ring Network is an interesting storage land. I am unlikely to ever want this early in the pack because I’m not big on storage lands. It has applications with Red and any X burn spells (like Ravaging Blaze) but there is no way this is an early pick.
Rhox Maulers is something I can get behind. This guy is a beating and it is exactly the sort of 5 drop I want to play. If this goes unanswered the game is over ridiculously quickly. Whoever designed Trample on Renown cards should feel kind of silly because many games end on account of Rhox Maulers crashing in for a whole pile of life. This one would get a long, hard look for sure.
Dreadwaters. No. I know if you have 3 or 4 of these that you can Mill out your opponent, but you sort of fall into that deck. You don’t go out LOOKING to draft it. Leave this until near the end and if you start to see 2 or 3 floating around it might make a for a funny story. Otherwise, save your pick on something actually relevant.
Reave Soul ! Yes Please. This is premium Black removal and would immediately get pulled to the front of the pack. With a set full of modestly sized creatures Reave Soul kills many of the most relevant ones. I’m sad that it is Sorcery speed removal, but I can hardly argue with a mere 2 mana. In most situations you are likely trading the 2 mana you spend on this spell for 2 mana to kill their “Grizzly” bear, but you could easily come out ahead on the mana if you can nab something like Charging Griffin. That may sound like a trivial difference, but that difference in mana could be huge. It could be the difference between you making them waste their 4 mana on a creature that is now dead, while you could spend your 4 mana to kill it and then follow up with a Screeching Scab or a Fetid Imp. I’m a big fan of Reave Soul and could make the case to pick this first. Let’s see what else is in this pack.
Prickleboar is another very solid creature. It loves to attack and can clear out lots of things and can really get the job done. He’s not great if you are on the back foot, so he wouldn’t be a super early pick, but he does good work and can’t be ignored.
Heavy Infantry is just not something I’m big on. We’ve already seen two very solid 5 drops in this pack showing just what you can get in the way of 5 mana creatures. The return on this guy isn’t great. Sure, he does decent work in almost every situation, but you can’t tell me you’d pick him over the Maulers or Prickleboar. No, he’s a much weaker pick and is something to look at late in this pack.
Vastwood Gorger gets played surprisingly often in Green decks. He’s not flashy, but he’s a big body and can get pretty aggressive. He’s not an early pick, but he’s something that I would be looking for late in the round if I’m in Green.
Negate. Sideboard. Moving on.
Deadbridge Shaman is a card that has surprised me. It has done a good amount of work and I have seen many aggressive decks ride this guy to wins. Nobody is super keen to kill this and discard a card meaning it often goes unchecked. I’m a big fan and would be looking for this fairly early in the pack to help secure the fact that I looking to play Black.
Yoked Ox. Sigh. I don’t like this card because it does so little… except when you need it. This gets sided in against aggressive decks as an early blocker. Otherwise you will rarely play it. End of discussion.
I think we can all agree that there are really only two real picks to take out of this pack first. The Berserker and the premium removal spell are the only real options and are a cut above the rest of this pack. The safe first pick is the removal spell. Reave Soul is almost always a good spell to have in your deck and even if you take it first and don’t play Black, at least you can rest assured that there is one less piece of removal floating around the table. However, how often do you get to play with flashy rare cards like this? Personally I would take the Berserker and then see what comes my way. There is a slight chance that I see another Reave Soul later in the draft, but the chance of seeing the same rare card come around the table is very low, so I’ll take my chances with the rare.
Cards 3 and 4 are pretty easy choices, but the fifth card was something I was weighing pretty closely. I was debating selecting the Vastwood Gorger as the 5th card in this pack, but I sat there and compared a few things. Deadbridge Shaman comes down many turns earlier and in this format that is huge. You can’t afford to have many 5 and 6 drops in your deck or else you will be too slow and that is the dilemma with the Gorger. On top of the speed issue, the fact remains that Deadbridge Shaman has a form of quasi evasion. Few opponents are keen to kill it because that makes them discard and generates a form of card advantage for the player with the Shaman. The discard is a very relevant ability and something that will invariably force your opponent to change how they play. No one is truly scared of the Gorger because you can chump block it for days and continue with your own game plan or dig for an answer. Ultimately, I hate to see Deadbridge Shaman far more than a Vastwood Gorger and would rather grab it early in the pack if I’m intent on playing any sort of Black deck, thus making it more likely to be the fifth pick in the pack.
Well, there we have it. I have to say, this was a pretty interesting pack. The first pick would be very debatable and you could approach it as being a removal spell or the rare creature and be right. The thought that goes into selecting the fifth card would also be very interesting as you weigh the merits of the Gorger or the Shaman. All in all, it gave me plenty to think about and was a good sample of what a pack might look like when drafting Origins. I hope you guys reading along at home enjoyed it and I will make a point of getting another Crack a pack MTG done soon.
Thanks for taking the time to stop by and have read. Your support is always appreciated. So, until the next time, have yourself a great MTG day.
By Bruce Gray – Casual Encounters
@bgray8791 on Twitter