The week before the Time Spiral pre-release I scrubbed out of a standard tournament playing budget Vore and then participated in two six man drafts of RGD. Both drafts my team went 4 - 5. Both times I lost a game I should have won, and consequently a match I should have one. Both times I should have had the best record on my team. Both times there were duals on the line....
Any way, I am not writing this up to gripe and lament. Rather to delight and instruct (I think someone like Aristotle said that was the purpose of art?), I would like to present the two decklists because I found them rather elegant and because in this new age of nostalgia-fueled color pie chaos it seems fitting that I look back fondly on my last Ravnica block drafts -- already the memories of five color specials are fading into a beautiful rainbow-hued horizon in my mind....
By the way, you realize that our last Ravnica block drafts are behind us, right? It was an amazing format, one of the greatest achievements of both design and development of which its creators should rightly be proud. It was a shame that RGD was slightly displaced by the triple Coldsnap -- both formats had some serious strengths and deserved their time in the spotlight -- but still having trudged through triple Rav and RRG most players seemed to realize that RGD achieved a kind of perfection, a balanced manifestation of chaos where new possibilities seemed to unfold at every turn. Most people I know did not stop the RGD through the Coldsnap summer, but now with Time Spiral unveiled and about to crash down upon us there can be no more true RGD drafts -- drafts where the city of guilds is the focus of Magic and the defining format for skill testing. I am sure I will draft Ravnica again at some point but what I present now are my final real Ravnica block drafts.
In the local metagame for Ravnica block draft, blue has always been the most overdrafted color. Since for the most part I respect the skill level of my peers as reasonably high, I usually shy away from blue, not willing to fight over Snapping Drakes and Helium Squirters. But for these last two drafts I decided to give it a shot -- not before cracking packs of course, but as I thumbed through my cards I was drawn towards that color that most players respect as the deepest and most powerful.
Here is the first deck:
Deck 1:
Lands
7 Island
5 Plains
3 Mountain
1 Azorius Chancery
1 Izzet Boilerworks
Creatures
Blue
1 Drake Familiar
1 Drift of Phantasms
1 Vigean Graftmage
1 Torch Drake
1 Wizened Snitches
2 Helium Squirter
1 Tidewater Minion
White
2 Soulsworn Jury
1 Stoic Ephemera
1 Droning Bureaucrats
1 Conclave Phalanx
Multicolor
1 Izzet Guildmage
1 Izzet Chronarch
Spells
Blue
1 Train of Thought
1 Thunderheads
1 Ocular Halo
1 Flight of Fancy
Red
1 Pyromatics
1 Galvanic Arc
Multicolor
1 Plumes of Peace
Artifact
1 Izzet Signet
Sideboarded in: Convolute *
This deck was partly inspired by the top8magic podcasts, specifically the Scott McCord appearances. In his top eight draft for limited champs, McCord, a zealous advocate of the color of card drawing and counterspells, drafted a strong, largely blue control deck which he proceeded to take to the finals (where he conceeded to his opponent to help his rating apparently...). Intrigued by the concept of a "control deck" in limited, I decided to try it and to draft a deck focused on card advantage and board control at the expense of raw card power (often my main concern in RGD drafts).
I was pleasantly surprised by the deck's performance. It still looks like a pile to me...but it seems to find ways to claw and fight into wacky board positions from which it can somehow eke out a win.
I think this deck is pretty relevant to the current cycling of limited formats as it is driven by many of the same features that will likely drive its Time Spiral brethren because once again blue is stacked for limited (based on the preliminary judgments of early drafts and abstract card evaluations).
At the pre-release for Time Spiral, I built my deck and played my games with one thought: tempo. Of course, tempo is a factor in any Magic format, though it manifests itself in different formats in different ways. In many ways Ravnica block allowed players to squeak by with wonky curves and even wonkier mana bases and survive with beefy creatures and powerful removal spells. My initial read on Time Spiral was that it was the opposite of Ravnica. My basic assumptions were that the two and three drops were strong and plentiful, the removal somewhat sparse, and the large creatures slow and somewhat less prevalent. I wanted to smash as fast as possible and I did so somewhat effectively....
I still believe this was the best approach to the pre-release of a new block where all the cards (ok, most...) were unfamiliar to me and my opponents and where speed and consistency could often overwhelm a poor understanding of new card values and power levels. However, I do not believe this is a winning strategy in the long term. Time Spiral is a subtle set with many synergies that take time to appreciate. As these become better known, the uninformed will fall behind and be taught -- the hard way. (I have been looking back over my initial sealed pool for other, non-green configurations and finding more potent than my original assessment -- I plan on writing something about this soon).
Let's go back to the decklist which I presented above but did not really analyze in any detail. What are the power cards in this deck? Well, I'll say Flight of Fancy since it was my first pick overall. Also, Galvanic Arc, Train of Thought and the two Helium Squirters are pretty big in this deck. Of course, Pyromatics is usually a great card in limited, but with red being only a splash it's just really strong rather than super amazing. So those are the stand-outs...but at face value, they do not seem to amount to all that much. Galvanic Arc is great, of course. But how good are Flight of Fancy and Train of Thought when you lack the good spells to draw into. And is it worth it to put Flight of Fancy on a Helium Squirter??
Look at the creature base for this deck. It's pretty shaky. Fifteen creatures total, of which five have defender, and most of the remainders have two power or less. Yet somehow I went 4 - 4 in games with this and should have been 5 - 3.
I managed to win games because this deck contains the following: six good defensive drops at two or three mana, three strong card drawing spells complemented by further sources of card advantage, five evasive creatures plus further means of granting evasion, a flexible suite of answers to threats, synergistic card interactions, and an overall theme.
The overall theme of the deck is defensive control -- being blue/white with a red splash is probably the optimal color configuration for this strategy. A curve of Izzet Guildmage to Soulsworn Jury to Wizened Snitches and Droning Bureaucrats allows this deck to hold off any early creature rush as long as the deck hits its fourth land drop. These solid blockers force the opponent to play the beatdown and attack aggressively -- a strategy which cards like Pyromatics, Thunderheads, and Plumes of Peace like to punish. Complementing these early defenders are some card interactions which grow stronger in the long game: Ocular Halo can win long games by itself but becomes even better when it teams up with Vigean Graftmage and Tidewater Minion; Galvanic Arc and Flight of Fancy are individually strong so playing them a second time via Screeching Drake has to be good; Train of Thought and Pyromatics can be effective in the early game and devastating in the late game...so why not cast them early and late thanks to Izzet Chronarch? It is not quite as tidy as these synergies, but the graft mechanic, present on three cards in the deck, also provides some welcome flexibility, especially with all the high toughness creatures -- it grants you the choice of having evenly powered attackers or one beefy blocker (like a 3/5 Conclave Phalanx).
These deck attributes are the ones to keep an eye on in the upcoming Time Spiral limited format. There are aggressive decks to be built in Time Spiral, but being equipped with some solid early blockers can allow a deck reliant more on synergistic combinations or larger, more powerful spells to succeed by surviving long enough to get its engines humming. Also, while the removal in Time Spiral is not as obvious and plentiful as it was in Ravnica, there are still plenty of ways to go one for one on cards -- taking into account the many blue sources of card drawing and that is already starting to sound like the makings of a pretty good deck. Also, coming off of Ravnica, I do not want to encourage anyone to play more colors than they should, but keep in mind that decks that draw alot of cards tend to draw their lands (ie their splash-colored lands) more easily than other decks!
The second deck which I would like to present to you is perhaps less instructive for the Time Spiral format, though it is still worth looking at, if only to question the viability of its strategy in the new format. Here is the deck:
Deck 2:
Lands
7 Plains
4 Forest
4 Island
1 Gruul Tuft
1 Selesnya Sanctuary
Creatures
White
1 Courier Hawk
1 Ghost Warden
1 Freewind Equenaut
1 Absolver Thrull
1 Guardian of the Guildpact
1 Skyrider Trainee
Green
1 Gristleback
1 Silhana Starfletcher
1 Ghor-Clan Savage
1 Simic Basilisk
Blue
1 Silkwing Scout
1 Torch Drake
1 Enigma Eidolon
Multicolor
1 Sky Hussar
1 Tolsimir Wolfsbood
Spells
White
1 Carom
1 Faith's Fetters
Blue
1 Repeal
1 Remand
1 Ocular Halo
Multicolor
1 Plumes of Peace
1 Leafdrake Roost
1 Pollenbright Wings
Artifact
1 Golgari Signet
I lived the dream with this deck. Selesnya is by and large the least drafted guild in RGD draft and widely accepted to be the weakest overall, due to the lack of synergy between its strategy and that of other guilds and the fact that green/white does not lead into two guilds in packs two and three. These circumstances open up an opportunity, however, and here I was lucky enough to take advantage of it.
Just because one color (or guild) is the strongest and one is the weakest does not mean that one should always draft the former and avoid the latter (though doing so might give you the best deck most of the time). The packs just can not support six blue drafters at one table. Likewise, the packs usually are nice enough to reward one Selesnyan drafter if everyone else stays out of his way.
In this draft, I was the Selesnyan drafter and I went for the Selesnya - Dissension strategy. The basic idea of this strategy is to take all of the good green/white cards in the first pack that no one else wants, grab whatever you can in Guildpact (shipping anything black or red), and the just enjoy yourself in Dissension being able to take both Azorius and Simic cards (though it is probably better to lean towards one two color combination rather than split evenly between green, white and blue).
This draft went fairly well for me as Leafdrake Roost, Pollenbright Wings, Tolsimir, and Sky Hussar are all really great cards which can be used to win the game and Plumes of Peace, Faith's Fetters, Ocular Halo, Guardian of the Guildpact, and Repeal are always solid contributors. The rest of the deck meets a decent curve with pretty respectable drops at each spot.
This deck has many of the qualities which I listed above for making the first deck successful, though this one has a less subtle, more aggressive bent. It has the ability to curve out -- playing creatures on turns two through six of successively higher quality -- which is so important for an aggressive strategy (as well as a controlling strategy looking to withstand an aggressive), plus a good amount of evasion and flexible answers to threats, and cards that fit the overall theme quick healthy beats (like Courier Hawk into Gristleback, or Tolsimir plus Pollenbright Wings, or any of the two through four drops followed up by Faith's Fetters and Plumes of Peace to keep blockers out of the way).
I do not want to dwell on the details of this deck because I feel it is fairly straightforward and less directly applicable to the new limited environment than the last deck. There is no guild model in TSP-TSP-TSP and you can expect to be passed much of the same things in pack three that you saw in pack one.
The relevant question brought up by this deck, though, is "What will be the underdrafted colors in Time Spiral, and how can they be exploited?" Much like Selesnya in RGD, early indications are that green will be the underdrafted color in Time Spiral. Likewise, blue seems the deepest and will likely be the most overdrafted. One thing to keep an eye on in the coming weeks and drafts is what can be done with green? There are several large common green monsters such as Durkwood Baloth, Havenwood Wurm, and Scarwood Treefolk -- could these round out the curve of a deck primarily in another color? Could the mana accelerators or seemingly underpowered Thallids be put to any good use?
I leave these questions open for now. I will keep an eye out for possible answers as the metagame is built up, and hopefully so will you. Have fun riding the spiral, just watch out for those sliver and u/b madness decks!
* I sideboarded this in against a guy sporting a broken deck with Sword of the Paruns, Stinkweed Imp, Blind Hunter, and Followed Footsteps. One game he played Followed Footsteps on Blind Hunter, I bounced it with Screeching Drake, and then countered it with Convolute to avoid the auto-loss! I won't even go in to the vast hordes I held off with Tidewater Minion and Droning Bureaucrats....