It is currently Sat Nov 30, 2024 11:51 pm

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 10 posts ] 
Author Message
PostPosted: Wed Jul 20, 2016 3:14 pm 
Offline
Member
User avatar

Joined: Nov 29, 2014
Posts: 309
Am I missing something only seeing 1 new arch type which looks like a U/G Emerge with the loss of U/G Clues

All other 2 color pairs seem like the continued suggestive theme as trips SOI

_________________
Thurgood Jenkins


Like this post
Top
 Profile  
 
PostPosted: Wed Jul 20, 2016 7:34 pm 
Offline
Member
User avatar

Joined: Sep 22, 2013
Posts: 2979
I kinda feel like RG wolves has been kicked to the curb. Of the 14 red commons in EMN, only 2 of them support Wolves, while 7 of them support VampiresMadness.dec.

I mean, RG will still be playable in its usual midrange+removal way, but if you're building RG through the first two packs of EMN you're probably not building for wolf synergy like you were in the first packs of SOI.


Like this post
Top
 Profile  
 
PostPosted: Thu Jul 21, 2016 3:50 am 
Offline
Member
User avatar

Joined: Dec 07, 2013
Posts: 3433
You could argue that removal supports both archetypes.

It seems (were)wolves will be slower, which means they probably need removal for early interaction. The transform mechanic on the new werewolves plays along nicely with the old ones, you can now easily pass the turn with mana up, or use the mana to transform your new werewolf, hoping to trigger the old ones.

I haven't really looked at the set yet, but emerge costs a lot, and games should now last a bit longer to give emerge the time it needs.

_________________
Go draft, young man, go draft!


Like this post
Top
 Profile  
 
PostPosted: Thu Jul 21, 2016 6:08 am 
Offline
Member
User avatar

Joined: Sep 22, 2013
Posts: 2979
I found emerge to be a game accelerating mechanic at prerelease. A t3 3 drop emerging into a t4 8 drop with a 7 emerge cost... Is putting a potentially game ending fatty on board substantially earlier than is typical in recent limited environments. Even the Khans morph fatties didn't turn out quite that fast.


Like this post
Top
 Profile  
 
PostPosted: Thu Jul 21, 2016 5:59 pm 
Offline
Member
User avatar

Joined: Sep 23, 2013
Posts: 7260
UW spirits is stronger. Delirium is weaker. Madness might be weaker but Vampires are still strong. The RG Eldrazi werewolves are mostly quite good and the "werewolves" deck only had a couple cards that really cared. It's just RG monsters now.

Hmmm... may as well give my 1st (real cards) draft report from last night:
9 person draft, as usual early it was somewhat muddled with people switching, mis-evauating etc.

My P1P1 was weak. I took Ulvenwald Captive over Assembled Alphas, which was quite close.
P1P2 I made what was probably a mistake. I was all set to take Savage Alliance, but instead took Midnight Scavengers because I saw that I was about to get passed a second Midnight Scavengers. There were also 2 Graf Rats opened at the table.

I got a pick 4 or 5 Geist of the Archives and spent the rest of pack 1 and much pack 2 trying to settle on BG vs BU. Suffice to say I did not have a lot of synergy.

My deck ended up OK, not insane. I only got 1 Graf Rats of the 3 opened to go with my 2 scavengers. I had a couple 1 toughness death touchers, a little black removal, Westvale Abbey, some green beaters. Some delirium and grave yard recursion with a Grapple from the Past. Big top end of Morkut Nekropod and Dusk Feaster. Curve filler at 3/4. 2 manadork eldrazi werewolves. Because of my substantial foray into blue (including a desperation/cack of Altered Ego), I had a very shallow side board. Basiclaly 2 Stoic Builder, an Equestrian Skill and that bad Shadows draw spell (have to sac something)

It turns out that person to my right was also sultai colors (and ended up splashing black 4 drops), and person to my left ended up RB. So signals not read so well. White should have been open but it wasn't until late pack 2, great white cards were not being passed (maybe a P3P3 Angelic Purge), but plenty of playables.

M1G1 I just got rolled by T5 Jace.
M1G2 he got stuck on Red and I won, although he had a good turn to burn my little guys that made the game be normal length
M1G3 I got stuck on black, but his deck was just better (he 3-0'd)

M2 I played sultai emerge (to whom I was passing). She played... wait for it... Emakrul's Influence.
Game 1 was crazy because we both stalled out with 4/5s and she plays influence and proceeds to draw 8 cards NOT INCLUDING emerge cast triggers.
But never had a chance because she had no outs to Ormendahl, Profane Prince and I had a huge board. Bizzare game. I had a Necropod that could not attack because it was held off by multiple 4/5s. I made a Chittering Host with 6? other dudes on the board and still kept it back to block.

M3 I face the "bad" UR deck but just got flat out owned by the Savage Alliance I passed pack 1. Basically 3 for 1'd me twice, EVEN when opp made a mistake and I transformed my 1/2 in response (so ONLY 2 for 1) (would have been 4 for 1), including a my block of a 2/3 with a 2/3. I did win a great game 1 when I made a game ending non-block with my Nekropod. I was dead to +1/+1 double strike and possibly a "real" burn spell, but I knew that my best chance to win was to crack back for 7 (opp was at 7, I ended the combat with me at 4 and opp with 2 power flier and Bedlam Reveler)
G2 and 3 I lost to -- no **** -- Furtive Homunculus Beat down. The games were pretty close, but the guys I had that could block 2/1 skulks all got slain by burn or pings.

_________________
"Everything looks good when your opponent passes 4 turns in a row" -- rstnme
"Something that does not look good when your opponent does nothing is not a thing" -- me


Like this post
Top
 Profile  
 
PostPosted: Fri Jul 22, 2016 2:35 am 
Offline
Member
User avatar

Joined: Dec 07, 2013
Posts: 3433
I found emerge to be a game accelerating mechanic at prerelease. A t3 3 drop emerging into a t4 8 drop with a 7 emerge cost... Is putting a potentially game ending fatty on board substantially earlier than is typical in recent limited environments. Even the Khans morph fatties didn't turn out quite that fast.


Yes, but that's sealed. In draft, emerge seems dangerous. But then, you can probably draft enough emerge fodder to make it good.

With morphs, all you were giving up was tempo, similar to werewolves. With emerge, you give up a creature for tempo advantage. I will look for ways to get something back, either from the emerger or from the sacrificial lamb. There are ways to do that at common, so it looks like another synergy puzzle, where you have to find the right balance.

_________________
Go draft, young man, go draft!


Like this post
Top
 Profile  
 
PostPosted: Sun Jul 24, 2016 3:03 pm 
Offline
Member
User avatar

Joined: Sep 23, 2013
Posts: 7260
This is not really based on data, and if true will end up self-correcting, but... just draft red?

_________________
"Everything looks good when your opponent passes 4 turns in a row" -- rstnme
"Something that does not look good when your opponent does nothing is not a thing" -- me


Like this post
Top
 Profile  
 
PostPosted: Sun Jul 24, 2016 6:09 pm 
Offline
Member
User avatar

Joined: Sep 22, 2013
Posts: 2979
Yep, as usual, there is a seemingly dominant color, but it winds up being nondominant due to being so contested. You'll do better with a third of the white at the table than a fifth of the red.


Like this post
Top
 Profile  
 
PostPosted: Mon Jul 25, 2016 2:17 am 
Offline
Member
User avatar

Joined: Dec 07, 2013
Posts: 3433
Or all of the blue? Recently, RW is just about only archetype that is consistently open in SoI draft. Green and blue are almost never open, white is usually cut but is so deep that you can easily draft it if you want.

Overall, EMN looks quite weak compared to SoI. I've only really looked at white commons/uncommons, and there, things look ... boring? No power cards, some things that might be good in certain builds, no slam picks. I plan to post something in the commons thread, if I find the time/energy.

_________________
Go draft, young man, go draft!


Like this post
Top
 Profile  
 
PostPosted: Tue Jul 26, 2016 10:17 am 
Offline
Member
User avatar

Joined: Sep 23, 2013
Posts: 7260
Synergy is much weaker, and blocking is more difficult.

_________________
"Everything looks good when your opponent passes 4 turns in a row" -- rstnme
"Something that does not look good when your opponent does nothing is not a thing" -- me


Like this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 10 posts ] 

All times are UTC - 6 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Group