Magic the Gathering Blog
Alternate Strategies in ZZZ Draft
As more and more is written about Zendikar limited, it appears there are a few bits of conventional wisdom that are doing the rounds (good summary in the first paragraph here). There are two I want to discuss today, and how you can take advantage of them.
1. Green is terrible (because it's slow with no removal)
2. Don't block, attack!
1. Green is terrible
Green is largely seen as the weakest colour in Zendikar Limited. Often when drafting, however, I can see the quality of cards being passed around from green and wish I had committed to green.
I agree that Green has a terrible end game. Often green gets stuck in a stalled situation, unable to attack profitably, unable to block well, and stuck missing all the intimidate/flying creatures that get past it. In one particularly memorable game I had a deck with Oracle, Nissa + 3 Chosen, and Oran-Reif Recluse and couldn't break through my opponent's walls until the final turn of extended time.
So I agree, mono-green is doomed. What to do about that? Essentially, draft a core green deck and plan to select some removal and finishers of any other colour.
Why run this strategy?
Green is the colour with the best ability to splash for other colours. A green deck can run Harrow, Khalni Heart Expedition, Lotus Cobra, Khalni Gem and Expedition Map, more than enough splash to run a two or three colour deck. If you can prioritize your ability to splash into other clours, running their bombs is less of a problem. This means being unafraid to grab both a Sorin and a Sphinx when you see them and run them both, or a Burst Lightning and a Hideous End.
With Green being ignored by the other players at the draft (and believe me, they will ignore it), you then have the luxury of drafting (a) the best Green cards and (b) the best bombs and removal you see. You'll be simultaneously counter-drafting and building a better deck for yourself.
2. Don't Block, Attack!
As a control fanatic from wayback this is the piece of advice I'm struggling with the most. It isn't helped by my last draft, where I drafted a deck where I draft exactly one creature with a natural power greater than 2, and six creatures with toughness 3 or more.
It's a fast format with a lot of aggressive 1 & 2 drops. However, that doesn't mean you can't take advantage of this. For instance, a single Kraken Hatchling with a Spidersilk Net on it is nigh-on unkillable in this format. There are few bits of removal which will deal with it straight. And if your opponent is blowing their removal on your 1 drops, then where will it leave them once you start dropping your fatties?
In a game I played during my last draft I dropped 3 Kraken Hatchlings in turns 1-2, dropped a Windrider Eel on Turn 4, and had my opponent dead on Turn 7 with 20 life still on in hand, despite the Tuktuk Grunts and Worldqueller on the other side of the red zone. In a couple of games a single 1/3 Giant Scorpion held down the fort while my evasion creatures got to work. You know what doesn't kill a Giant Scorpion? Anything with 2 power and most removal in the set.
In other words, I was effectively and consistently neutering my opponent’s ability to attack, while exploiting his inability to block. If both of you can attack, but only one of you can block, who has the advantage?
What’s it all mean?
Essentially, I think there are a couple of strategies to be tried:
* Treat green drafting as Shard drafting in ACR. Make sure you prioritise colour fixing and removal, then bombs, then any remaining green cards. Of course, you’re not restricted to a particular shard in ZZZ, any three colours will do.
* Don’t be afraid to try a ‘Wall’ strategy that then takes advantage of your opponents’ cheap creatures and unwillingness to block. If ZZZ drafts are a race, but only one of you can attack, then only one of you can win.
I dare you to try it out - let me know how it goes.
As more and more is written about Zendikar limited, it appears there are a few bits of conventional wisdom that are doing the rounds (good summary in the first paragraph here). There are two I want to discuss today, and how you can take advantage of them.
1. Green is terrible (because it's slow with no removal)
2. Don't block, attack!
1. Green is terrible
Green is largely seen as the weakest colour in Zendikar Limited. Often when drafting, however, I can see the quality of cards being passed around from green and wish I had committed to green.
I agree that Green has a terrible end game. Often green gets stuck in a stalled situation, unable to attack profitably, unable to block well, and stuck missing all the intimidate/flying creatures that get past it. In one particularly memorable game I had a deck with Oracle, Nissa + 3 Chosen, and Oran-Reif Recluse and couldn't break through my opponent's walls until the final turn of extended time.
So I agree, mono-green is doomed. What to do about that? Essentially, draft a core green deck and plan to select some removal and finishers of any other colour.
Why run this strategy?
Green is the colour with the best ability to splash for other colours. A green deck can run Harrow, Khalni Heart Expedition, Lotus Cobra, Khalni Gem and Expedition Map, more than enough splash to run a two or three colour deck. If you can prioritize your ability to splash into other clours, running their bombs is less of a problem. This means being unafraid to grab both a Sorin and a Sphinx when you see them and run them both, or a Burst Lightning and a Hideous End.
With Green being ignored by the other players at the draft (and believe me, they will ignore it), you then have the luxury of drafting (a) the best Green cards and (b) the best bombs and removal you see. You'll be simultaneously counter-drafting and building a better deck for yourself.
2. Don't Block, Attack!
As a control fanatic from wayback this is the piece of advice I'm struggling with the most. It isn't helped by my last draft, where I drafted a deck where I draft exactly one creature with a natural power greater than 2, and six creatures with toughness 3 or more.
It's a fast format with a lot of aggressive 1 & 2 drops. However, that doesn't mean you can't take advantage of this. For instance, a single Kraken Hatchling with a Spidersilk Net on it is nigh-on unkillable in this format. There are few bits of removal which will deal with it straight. And if your opponent is blowing their removal on your 1 drops, then where will it leave them once you start dropping your fatties?
In a game I played during my last draft I dropped 3 Kraken Hatchlings in turns 1-2, dropped a Windrider Eel on Turn 4, and had my opponent dead on Turn 7 with 20 life still on in hand, despite the Tuktuk Grunts and Worldqueller on the other side of the red zone. In a couple of games a single 1/3 Giant Scorpion held down the fort while my evasion creatures got to work. You know what doesn't kill a Giant Scorpion? Anything with 2 power and most removal in the set.
In other words, I was effectively and consistently neutering my opponent’s ability to attack, while exploiting his inability to block. If both of you can attack, but only one of you can block, who has the advantage?
What’s it all mean?
Essentially, I think there are a couple of strategies to be tried:
* Treat green drafting as Shard drafting in ACR. Make sure you prioritise colour fixing and removal, then bombs, then any remaining green cards. Of course, you’re not restricted to a particular shard in ZZZ, any three colours will do.
* Don’t be afraid to try a ‘Wall’ strategy that then takes advantage of your opponents’ cheap creatures and unwillingness to block. If ZZZ drafts are a race, but only one of you can attack, then only one of you can win.
I dare you to try it out - let me know how it goes.
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