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 Post subject: [KLD] the commons thread
PostPosted: Tue Sep 20, 2016 11:33 am 
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This time, it seems to make sense to start with the artifacts (hi there, LSV!). I think you should think of these when compiling the top commons for a color, as you can draft them regardless of what color(s) you're in. So when thinking about the pick order for, say, white commons, you should also consider all of these, save for those with activated ablities of another color.

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PostPosted: Tue Sep 20, 2016 11:35 am 
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The white ones:

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This is by color identity, so you also get the two white artifacts from the common cycles.

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PostPosted: Tue Sep 20, 2016 11:37 am 
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Blue:

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PostPosted: Tue Sep 20, 2016 11:38 am 
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PostPosted: Tue Sep 20, 2016 11:40 am 
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The crossed-out card will not be available in boosters, only in the planeswalker decks.

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PostPosted: Tue Sep 20, 2016 11:41 am 
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PostPosted: Tue Sep 20, 2016 2:54 pm 
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Artifacts
======
None of the colorless uncommons stand out to me as first pickable, except for Sky Skiff The 2nd Self-Assembler is just SO MUCH better than the first, I would be inclined to take the first one mid-pack.

I like the white puzzleknot (no way a high pick) more than the others, and the 2 CMC 2 creatures are probably the best after skiff.

White
===
Fragmentize, Revoke Privileges, Glint-Sleeve Artisan and Impeccable Timing are all really good.

Blue
===
Does not seem great. There's Wind Drake and Malfunction. That bounce spell will be good in a race, but it's very not aggro.

Black
===
Die Young is good, Foundry Screecher is always a 3/1 flier, Dhund Operative is always a 3/2 deathtouch, Tidy Conclusion is maybe a touch slow for the format but bonus life gain. Seems roughly as good as white, but maybe a little shallow.

Red
===
Welding Sparks is great. Ruinous Gremlin is straight up removal. Thriving Grubs seems good but not at the level of the best White, Black, or Green common creatures. Demolish is OK. Got hosed with no Shatter or Smash to Smithereens. Better than blue.

Green
====
Wild Wanderer is a little slow but I think will be very good in this set; I think you will often be ~monochromatic with a splash or double splash and a bunch of artifacts. Ramps and Fixes. Appitite for the Unnatural is good. Hunt the Weak is good (it's slower than a lot of the removal, but there are +1/+1 counter synergies in green), Kujar Seed Sculptor is super efficient. Peema Outrider is above rate. Rhino and Tiger are good in energy. Green seems very deep but maybe not quite the power level of black or white. Close though.

Green may be somewhat worse if the format is fast... it certainly seems faster than the last few sets, but not sure it's Origins level fast. There just aren't that many common bears.... and the best ones are black and green?

One last thing I noted from some sealed testing: Make sure you have at least ONE finisher that is NOT an artifact. Even if it's just a White 3/4 flier for 5.

Still not sure the correct number of vehicles. Most decks will have 1 good one at least. But 4 seems like too many (although they are magnets for artifact removal).

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PostPosted: Tue Sep 20, 2016 3:19 pm 
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Hmmm... I thought you might be able to hit someone with a T2 Sky Skiff but the skiff itself doesn't have haste.

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PostPosted: Tue Sep 20, 2016 4:07 pm 
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I forgot Propeller Pioneer in my white list. That probably makes white the best, although maybe I missed good ones in Black or Green.

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PostPosted: Tue Sep 20, 2016 10:02 pm 
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notes on artifacts


White


Blue


Black


Red


Green

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PostPosted: Wed Sep 21, 2016 7:07 am 
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@Zenbitz: the Skiff doesn't need haste. When it enters the battlefield, it enters as an artifact. This means it doesn't have summoning sickness once it becomes a creature.


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PostPosted: Wed Sep 21, 2016 7:52 am 
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Nah everything has summoning sickness, it just doesn't matter unless they become creatures, see gideon ally of zenzikar for an example.


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PostPosted: Wed Sep 21, 2016 3:05 pm 
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@belangiaJo - why would Speedway Fanatic have its second ability if it didn't do anything? Why would Sarkhan, the Dragonspeaker's +1 give itself haste?

Hello's right. All permanents track whether or not they have been continuously under their controller's control since that player's most recent start-of-turn. The only ones that behave differently as a result of that are creatures, but that includes things that can become creatures. You can't play a Mutavault or Atarka Monument or Myth Realized, activate it, and attack with it the turn it entered the battlefield either.


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