I wanted to start a thread about the various archetypes in M15--what you've played that works; what works all the time; what you notice other players are drafting. This is inspired by my very fun pod tonight. I went 2-1, losing to the pod winner, who had a nasty burn deck and
welkin terns... and when I mean nasty, I opened
Nissa, Worldwaker and picked that and he got a
Cone of Flame from the same pack 5 picks later... ???
But it's my deck that I want to talk about tonight.
GB dredge.
OK, it's not really dredge, but at this point I'm beginning to think
Satyr Wayfinder is the best green common. It basically reads: "1/1 convoke enabler. Draw a card." Which, for 2 mana, IS BONKERS.
With
Unmake the Grave at common and
Endless Obedience at uncommon, I think it's entirely possibly to bring all your boys to the yard, the graveyard, and pick and choose what you get to "draw" or convoke onto the battlefield from it. I mean,
Unmake the Grave IS AN INSTANT. Block, convoke, draw cards, profit??? Hell yes.
Anyway, you pretty much need 4 common cards to make a dredge-ish GB deck:
1.
Satyr Wayfinder - draws land, fills yard, if you don't have at least 2 you're not in the right deck
2.
Undergrowth Scavenger - profits from yard, usually ahead of curve if you're thoughtfully sequencing
3.
Unmake the Grave - usually draws you two spells at instant-speed (!!!)
4.
Netcaster Spider - stops flyers, which suck and kill you good
Add in some
Black Cats,
Rotfeaster Maggots, and generic green beaters like, iunno, ANY OF THEM, and you're well on your way to a decent GB deck.
Plummet is maindeckable here, as is
Crippling Blight, and
Restock is good as well.
Playing the deck feels very powerful. You start off with aggressive 2-drops, while always hitting your land drops via satyr, then curve into M15's nice 3-drops and continue to profit by either landing a giant scavenger or convoking a
Siege Wurm onto the battlefield. You just never feel like you run out of gas... unless, obviously, you're playing against the guy with 3
forge devil and more burn than Satan's buffalo-wing-loving heart.
It also feels very linear. You don't worry about trading as much because you feel like your creatures are, even in the yard, playable, and your 4-drop scavenger becomes a bomb by about turn 4 or, failing that, your maggots give you life/reach. You just have to be smart about removing flyers and such, but that's totally fine if you have some experience.
Note too I haven't said "play
Necromancer's Apprentice. Card is terrible. Why? Because it trades down and doesn't draw you a card.
Anyway, I think it's a fun deck. It allows you to be greedy in all the right ways. I think it can be unbeatable barring an unbalanced draft--I know I could've beaten everyone else in my pod had I played them, and I was drafting green in the middle of two players who were also drafting green.
I look forward to hearing more archetypes. Hope this helped.