View Full Version : Unofficial Draft Strategy Thread
Leon-D
06-22-2006, 01:01 AM
Drafting is one of the puriest forms of Magic. In my, and many other eyes, this is the format where one truely proves themselves in the game. I want this thread to be a compilation of good strategies for Block Drafting (1-1-1). Also, we should start a list of excellent picks for each set.
Many people have different strategies and different approaches. I want to sort of make a list to start things off.
1. Keep it simple. If you are trying to go for a multi-card combo or something elaborate this format lacks the support to make it viable.
2. You want a good creature base. This is the highest priority as the race to 20 pushes in your favor over repeated drops.
3. Do not predesignate what you want to run. "I'm running Blue-Green." No you're not. You haven't opened packs yet. Take what's good (for around 4 colors) and work out color scheme later. I used to pass up superior choices to work on in-color consistancy. Doesn't work out.
4. Final build for (1-1-1) is usually three colors. If you fit a few Signets or bouncelands into your picks you should be sitting with slightly higher comfort.
5. You just opened first pack. What should you look at? Check out those uncommons. Those are always great places to start and will usually help with color scheme. I usually deter from rare but some are too good to pass (Lyzolda, Stormscale, etc.). Uncommon has your Guildmages, Kill (Helix, Mortify, Putrify, Electrolyze), and many others.
6. You're a bit into it: Priority might shift. If you have a decent creature base or the passed pack really has better other cards dont be afraid to shift to next priority: Battle Tricks. Simple ways to control the field.
Three really good examples of battle tricks to look out for are Guardian's Magemark, Withstand, and Wildsize.
7. Big Dumn Fatties. BDF's are good. The deck I won last draft with had 2 Siege Wurms, 2 Streetbreaker Wurm, and 1 Cytospawn Shambler. This is roughly acceptable. I will usually take a BDF over a 3 drop 2/2 unless I already have, like, 6. Streetbreaker is a savage simply because of power-cost ratio. Very few creatures have that.
8. Creature Kill. Many people will swear by this as number 1 priority. Don't get me wrong, its up there, but Creature base is still greater. Wait till your Dissension pack and go dummy on the Rakdos stuff for this. You have the other two packs to get other things together.
I'll add more as I think of more or others post.
ShadowZ
06-22-2006, 10:04 AM
If you can you might want to add something on signals
Hazen
06-22-2006, 10:43 AM
creature kill usually is better than a creature. just the advantage gained by killing a fatty is better than the weak(er) creature you would have taken in it's place. any removal is good removal. I did a R-G-D draft, ended up green, red, black. it was amazing because i drafted 11 creature kill cards. Needless to say i won.
The Association
06-22-2006, 11:55 AM
Guardian's Magemark and Withstand are pretty meh. I'd rather have a Gather Courage as a trick, since it's cheaper and not an Aura. Plus, it's got Convoke, so if they try to hit an untapped green creature, you can just play it for "free".
Creature removal is pretty important, but there are a limited number of bombs that I'd consider taking over it. And some of the removal spells do suck.
Also, creatures with evasion (fear, flying, etc.) are great to have, since they win games if left unchecked. Cards like Dryad Sophisticate (especially with all the bouncelands running around), Snapping Drake, etc. all serve that purpose well.
Probably the golden rule for Limited newbies to remember is that 9 times out of 10, the best card in the pack usually isn't rare and is almost never foil.
AKA:Battousai
06-22-2006, 06:20 PM
I know this isn't a rule to play by but its a nice accronym to remember when your wondering what to draft from a pack. B.R.E.A.K. and in what order to draft them in.
B: Bombs (any one card that simply wins if not stopped), or a massive effect that swings the game in your favor.
R: Removal (spells or effects that get rid of cards from the opponent) card advantage is the key to winning games.
E: Evasion (Creatures that are hard to defend against.) usually it means flying or unblockable, but it can also mean Protection creatures. and shadow depeding on if they plan to bring it back.
A: Abilities (cool effects that give you an edge.) things like regenerating creatures or creatures with protection, or creatures not entirely meant for combat but good because they have tactical utilities.
K: Creatures (yeah the C is off but it makes the accronym make better sense.) basically any extra creatures left over, the bigger the better. usually makes them less vulnerable to some forms of removal and better to use for combat.
It's a good strat for beginners but as you play you can bend it alittle. It's entirely situational. As is any draft. Things like what color your playing haha and what you have drafted already. say you have half your creatures are flying but they are small take the fatty over another flyer or whatever you get what I'm saying. Creatures are the lifeblood of the limited format to quote the M:TG article writers.
Notice that a creature can be in any of these catagories. Meaning they are still a top priority most of the time.
Just remember BREAK is not the best rule to live by because in any given draft I will take a creature over a mediocre removal spell, Also some things to add...
Creatures with toughness 3 or higher are awesome for limited. Creatures that can fill multiple roles are also awesome. Reocurring effects can be devestating. even a simple thing like a creature that can attack every turn(tada a reusable effect of dealing extra damage)
also seriously don't even look at the cards that are not useful, they flat out suck. most of them are Black cards if you pay attention. they have to compensate for the Other really useful part they fill in Limited.
Leon-D
06-22-2006, 10:48 PM
Good inputs thus far. I tend to stay away from black too. I just don't like the style. Even with Dissension and the obviously superior Rakdos builds I go red heavy.
rctan9
07-05-2006, 12:48 AM
I don't like black either lol, but one time at a draft I got passed Last Gasp, Seal of Doom and Douse in Gloom lol, I just had to take it.
Usually I like to draft G or W, just because I love the colors in RGD, but in a scenario like above, I just HAD to take black.
How about karoos and signets? When's a good time to draft them. Early/Mid/Late? Usually when I get to around 6-7 cards they will be gone.
Hazen
07-05-2006, 02:19 AM
Usually I like to draft G or W, just because I love the colors in RGD, but in a scenario like above, I just HAD to take black.
as long as you don't play both. starting off selesyna is usually a bad decision unless you get an uber bomb (i.e. GLARE). It'll leave you stranded in colors in the next 2 packs, so a lot people won't play it. If the cards keep coming around pick them up, but don't try to focus on G/W.
Try to draft into good color/guild combinations.
Golgari -> Gruul -> Rakdos
Boros -> Orzhov -> Rakdos
Boros -> Izzet -> Azorius
Dimir -> Orzhov ->Azorius
Dimir -> Izzet -> Rakdos
Selesyna -> mono colored picks -> Simic
Selesyna -> mono colored picks -> Azorius
etc.
Just try to set up your colors correctly, but you have to be careful.
Happy Heretic
07-10-2006, 12:54 AM
creature kill usually is better than a creature. just the advantage gained by killing a fatty is better than the weak(er) creature you would have taken in it's place. any removal is good removal. I did a R-G-D draft, ended up green, red, black. it was amazing because i drafted 11 creature kill cards. Needless to say i won.
In all of my experiences, at least since Invasion block, being able to outcreature an opponent's removal wins games more often than not. Removal is necessary, but when it comes down to it, more quality creatures than removal is the way to victory. Winning the game is better than blasting creatures.
Removal is necessary, mostly because you need to get game breakers out of play (Things like Rakdos Guildmage and Selesnya Guildmage). I'm not discounting this statement at all. I'm just saying that, I'd prefer an insane creature, or incredibly evasive ones en masse over massive amounts of removal.
For me, in RGD, smoothing mana is key. Being able to have a fully functional mana base for three or four colors means you play Magic uninterrupted. Add a couple of bombs and removal, and everything works. Just being able to play Magic in RGD draft is good enough, especially with so many people bit truly aware of this fact.
Also, a better bit of advice, is you sit down at the table looking for a color combo, you're going to get schooled. Play what you see and open, the people sitting next to you are usually pretty predictable if you take time to look at the pack.
Hazen
07-15-2006, 04:32 PM
I agree. that's why i said 'usually'. If a creature is a insane, then he is probably better than creature kill. Take plaxcaster frogling, if i'm in those colors, and have a splash for red or black, i'll take the frogling over the kill. Frogling hoses other people's removal, boosts your own guys (if you want), and is a 3/3 for 3! amazing! Some creatures are just too good to pass up.
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