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 Post subject: Eeeeeetternal Masters
PostPosted: Sun May 29, 2016 1:27 pm 
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I jammed like 4 drafts on 'trice yesterday. There is some linear nonsense in this format.
It's also like the Ur-draft format where every color pair is pretty much like a core set but hyper powered.

1) UW fliers - I had 2 wardens, 2 of the (Sprite Noble) lords and a thuderclap wyvern. I think this deck could lose to one of lower to the ground aggro decks, but it just crushes anything midrang-y or control.
2) Tried a UR build but I didn't have Burning Vengeance. Probably would have done OK except I would cast Crater Hellion then forget to pay echo.
3) G(ur) threshold. P1P1 Dack Fayden (never played him), bunch of green threshold cards, and some blue discard nonsense. If you can get threshold by turn 3 or so this deck is busted. Centaur Chieftain + bunch of nimble mongeese is not really beatable.
4) Basic RW 8x 2 drop deck.. I dropped a game to animate dead on Visara the Dreadful but basically just weenie swarm ftw.

Well defined Archetypes:
UR: Flashback
UW: Fliers
UBG: Threshold/Reanimate
BR: Sacrifice for value
GW: Enchantments (this also looks nutty)
BG: Elves
RW: Weenies

Less well defined:
BW: ?? Control
GR: Ape/Boar beat down?
UGR: Cascade?
5-color (Gx): Shrines
UWr: Blink (this is also a sub-theme of UW/RW)

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PostPosted: Tue Jun 07, 2016 11:42 am 
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I don't know. It's weird looking at them. The only one I would call well defined is Enchantments in G/W...or at least obvious. B/R does seem to profit from a sac for value theme, but it looks a bit flimsy. Black and Blue have a mild mill/rez theme.

You know what...it seems like Four-color synergy...Single color matters and you should be using two to three other colors to support that theme...

Green has Elves and is supported by White with an Enchantment theme, Black with Elves, and Blue with graveyard (Wonder, Brawn, Threshold).
White has Weenies (tokens) and is supported by Enchantments in green, burn in red, and Control/Fliers in blue.
Red has Burn and is supported by removal in Black, Flashback in Blue, and efficient Beaters/Threshold in Green.
Blue has Control and is supported by Removal in black, Removal in white, and Removal in Red...(this could probably use some work...)
Black has Morbid and is supported by Red with Echo, White with Vanishing/and a few other cards, and Blue with graveyard.

I don't know...does that make sense? Then I guess you can build your themes from there

B/W and B/R both have some solid Sac matters synergy - White with Soulcatcher, Field of Souls, Vanishing...and maybe Balance and Wrath of God, Red with Echo for Burn and Tooth and Claw.
Although B/W might just be all things die but then I can rez my stuff or typical high power cheapies with black/white removal support?
W/G has great Enchantment synergy...which also seem to have a tokens theme...Field of Souls, Intangible Virtue, Honden of Life's Web, etc
U/R has "spells matter" or Flashback
B/G has elves
B/U has a mill/rez thing going, couple mills, couple digs, and that obvious Extract from Darkness
W/R has a suicide aggro thing, bunch of Weenies in white, bunch of expensive weenies with etb or combat support/burn in red.
W/U passably looks like fliers but looking at the commons makes me think maybe not...might just be control control control...
U/G is maybe Graveyard pump? Threshold, Wonder, and Brawn? Even Cascade can help get stuff in the yard...
R/G looks like my combat is better than yours? (combat tricks)

Three colors? Those cards look more like Rez targets than indicators. And I think Cascade may just be a coincidence...although I guess maybe it is the fun fringe deck this format...

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PostPosted: Tue Jun 07, 2016 12:08 pm 
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Ok let me ask you this.
Are these synergies like that of MM15, SOI?

I found in MM15 the archtypes and synergies were so defined that you would be punished with a very bad deck if you hesitated on a commitment and deviated from the archetype. and you almost had to be in the an archtype

SOI gives us more wiggle room to where if your getting cut off , or read signals wrong you can still put a winnable deck together even if it's not the archtype your suppose to be in. I've won with U/G with out a single clue generator, ect. I never won MM15 with B/W non-spirits, ect.

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PostPosted: Tue Jun 07, 2016 3:17 pm 
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The black decks seem to require a lot of synergy.
Either sacrifice, or graveyard shenanigans, or elves.
UR obviously requires uncommon payoffs.


The beat down strategies are pretty good too as are fliers. I had a pretty decent UG fliers/enchantments deck.

BR sacrifice is absolutely a real deck. The red token makers are already good, and there are lots of ways to recur stuff.

UB and RG seem like the worst, although there is a ton of card draw in UB and I guess a 4x Kird Ape deck would be pretty good.

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PostPosted: Fri Jun 10, 2016 3:43 am 
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really R/G that was one i was hoping would be open at my table with the downshift in rarity having something like
3x kird Apes that only go in 1 deck could be a real play and maybe finding a a couple Flinthoof boar, that is just late bear filler for a non G/R deck maybe a bloodbraid with a chain lightning or some of the ETB red creatures, deal damage, bounce, can't block could be the aggro deck of the format.

LSV made a good point that the R/X sacrifice deck doesn't have a threaten effect which is a key part from limited past, turning act of treason into 3 mana kill anything, I didn't draft way back then but i did in origins, and finding a curve of Nantuko Husk into Entralling victor, and throwing every act of treason into the deck only made it do better.

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PostPosted: Sat Jun 11, 2016 11:56 am 
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Well, I have decided this is probably one of the best draft formats I have ever experienced.

First draft, I went UW fliers, featuring Mom and 8.5 Tails. The first round, I got 8.5 Tails in games 1 and 3 and he just won me the game against a green/red big dudes. Round two I had turn 1 mom in both games against white/black splashing for Glare of Subdual.

Second draft, ended up wtih the most insanae red/white aggro deck. I ran roughshod over everybody. Highlight was keeping a 5 land hand and using flame jab to kill seven creatures.

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PostPosted: Sun Jun 12, 2016 12:11 am 
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