Magic the Gathering Blog
Best things I've read/learnt about Magic this past month:
"The shocking revelation is that I chose to draw rather than play first." Although this is largely standard constructed advice, I've been going on-the-draw in Draft to much success. Although you loose the tempo boost to the fast jund/naya decks, in a war of attrition it makes winning a certainty. The decks I draft tend to be the war-of-attrition type decks, so it's working for me.
Magic 2010 Spoiler Completed. It just happens faster and faster with every set.
Considering draft queues: Waiting for Godot, Yawgmoth's Whimsy. I've dropped back from the 43 queues to the Swiss, mainly to help ramp my rating and more easily pay for more practice. I'd be interested in any analysis that did the same for queues vs. expected ratings gains.
"The Fundamental Turn of Pauper is Turn Four." This makes a lot of sense to me, and I'm going to have to go back through my pauper decks and see how the compare to this analysis.
Paraphrased #1: "I seem to win when I draft Necrogenesis and lose when I don't". I think I saw this as a Twitter post, but I can't track down the source. As a result I've started to take Necrogenesis whenever I see it. In ever game I've had it hit the battlefield, I've won the game [though one of these was a stupid insane deck with Kresh the Bloodbraided that abused Necrogenesis like a coke addict's nose]. Something to consider. [NOTE: It was @TopGames on Twitter who said it. Thanks @Kevinan for the heads up.]
Paraphrased #2: "My opponents always seem to draft a deck that does more 'things' each turn". I can't find the article it was posted in anymore, but the idea really resonated with me. Maximising mana usage each turn and finding ways to leverage interaction, even in Draft, seems so important. The deck I drafted last night included a Thopter Foundry, Necrogenesis and Etherium Astrolabe. This allowed me to get triple the usage out of any artifact creature that died [Sac to Thopter factory, gain a life and a token, necrogenesis and gain another token, sac the first token and draw a card - and that doesn't even include any blocking/trading]. I'm slowly learning how to evaluate interactions within my draft, not just around it. [Note: Here's the article I'm referencing - Rogue Report - An Origins Story. Thanks @magicgameplan.
As an aside: I'm now Drafting as close as I can to Block Constructed decks. Now, I realise this isn't always possible, but the card choices I'm making [notable exception: 5cc] are far more aligned than with Block decks than ever before. Last night I even maindecked Glaze Fiend, knowing I had multiple Borderposts and a Thopter Foundry to pump him with. Little dude won me both games where I drew him.
"The shocking revelation is that I chose to draw rather than play first." Although this is largely standard constructed advice, I've been going on-the-draw in Draft to much success. Although you loose the tempo boost to the fast jund/naya decks, in a war of attrition it makes winning a certainty. The decks I draft tend to be the war-of-attrition type decks, so it's working for me.
Magic 2010 Spoiler Completed. It just happens faster and faster with every set.
Considering draft queues: Waiting for Godot, Yawgmoth's Whimsy. I've dropped back from the 43 queues to the Swiss, mainly to help ramp my rating and more easily pay for more practice. I'd be interested in any analysis that did the same for queues vs. expected ratings gains.
"The Fundamental Turn of Pauper is Turn Four." This makes a lot of sense to me, and I'm going to have to go back through my pauper decks and see how the compare to this analysis.
Paraphrased #1: "I seem to win when I draft Necrogenesis and lose when I don't". I think I saw this as a Twitter post, but I can't track down the source. As a result I've started to take Necrogenesis whenever I see it. In ever game I've had it hit the battlefield, I've won the game [though one of these was a stupid insane deck with Kresh the Bloodbraided that abused Necrogenesis like a coke addict's nose]. Something to consider. [NOTE: It was @TopGames on Twitter who said it. Thanks @Kevinan for the heads up.]
Paraphrased #2: "My opponents always seem to draft a deck that does more 'things' each turn". I can't find the article it was posted in anymore, but the idea really resonated with me. Maximising mana usage each turn and finding ways to leverage interaction, even in Draft, seems so important. The deck I drafted last night included a Thopter Foundry, Necrogenesis and Etherium Astrolabe. This allowed me to get triple the usage out of any artifact creature that died [Sac to Thopter factory, gain a life and a token, necrogenesis and gain another token, sac the first token and draw a card - and that doesn't even include any blocking/trading]. I'm slowly learning how to evaluate interactions within my draft, not just around it. [Note: Here's the article I'm referencing - Rogue Report - An Origins Story. Thanks @magicgameplan.
As an aside: I'm now Drafting as close as I can to Block Constructed decks. Now, I realise this isn't always possible, but the card choices I'm making [notable exception: 5cc] are far more aligned than with Block decks than ever before. Last night I even maindecked Glaze Fiend, knowing I had multiple Borderposts and a Thopter Foundry to pump him with. Little dude won me both games where I drew him.
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Everything on this site Copyright Neale Talbot 2009.
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