UPDATED WITH CARD IMAGE LINKS
"Predicting things is hard, especially about the future" - Niels Bohr (possibly apocryphally)
== Executive Summary ==
This is not a card-by-card rating, but rather an attempt to holistically look at OGW in the context of the set we have just drafted (BFZ). Overall, I think that the following has occurred (although of course, one really has to play the set a bit to know this for sure):
1) Overall power level of creatures (at common) is slightly lower
2) Removal is strong
3) Synergy is less important
4) The set may better tolerate more aggressive strategies, and well as more pure control strategies.
5) The fixing is much better, I think it will be pretty easy to splash a third color (although that includes “Colorless”)
6) I think green is at least average now
Note: 3), 4), 5) and 6) are all things one could predict “bind”, just by regression to the the mean of recent sets.
Red in particular seems to be weaker than BFZ, while green may be stronger. Blue looks like it will remain quite strong. U and B I think are about the same, but their is pretty sweet.
I do think that it’s possible that the BFZ cards opened will strongly affect the draft (or your sealed pool) — especially in U or R — there seem to be very few OGW commons on the power level of
Clutch of Currents,
Eldrazi Skyspawner,
Outnumber,
Touch of the Void. The best W and B commons are removal spells in both sets so I don’t think that will be a big effect. Green is of course going to be closely watched,
In short, the set feels a bit like Dragons of Tarkir, in terms of a generally mid-rangey draft experience.
The wild card in all this is the 6th color, cards that require colorless mana to be cast or to activate abilities, and the availability of colorless sources. This is (obviously) the “cool” part of the set, and it’s quite unique (I never played with snow mana, which might be closest) so I can’t really say how it will affect the rest this evaluation as a whole.
Notes:
* The “best 5 commons from BFZ” are taken directly (without permission) from LSV’s set “redoes” on CFB, indexed here:
http://www.channelfireball.com/tag/lsvs-set-review/* The assumptions on the number of commons from OGW and BFZ in a typical draft are taken from MTGS’s scottjhebert:
http://www.mtgsalvation.com/forums/the- ... comment=19== White ==
Most creatures are allies. Isolation Zone at common! Searing light seems good against BFZ walls and pseudo-walls (one of the reasons I suspect aggro strategies are better supported)
Wall of Resurgence seems insane value. It’s basically a free 0/6, although it’s so cheap that you might need the land for mana (pretty broken with Embodiment of Insight). Also synergy with awaken.
=== Comparison with BFZ’s best commons ===
5.
Ghostly Sentinel4.
Sheer Drop3.
Courier Griffin2.
Smite the Monstrous1.
Gideon's ReproachI think Isolation Zone is better than all of these, but not sure if
Expedition Raptor beats
Courier griffin.
=== Bombs ===
*
Linvala, the Preserver obviously.
*
Eldrazi Displacer looks like total bomb to trigger repeated supports or rally, plus [s]can dodge[/s] EDIT: saves other creatures from removal. (thanks to lr subreddit for this catch)
== Blue ==
There are 6 devoid commons and 6 true blue commons
===True blue cards===
Again,
Cyclone Sire (“pseudo awaken 3 on die trigger”) is extremely strong, it’s already a fine 3/4 flier for 5.
Bounce spell (
Sweep Away) seems good. Boy, can you imagine on an attacking land? Also supported guys.
Unity of purpose seems too expensive for a vanilla trick, but it is the same cost as
Comparative Analysis.
Comparative Analysis would have been borderline busted in 3xBFZ as there were no good draw spells. Negate, too would have been very welcome. However, if the format is faster, these are going to be as good as they usually are.
===Blue Devoid cards===
Prophet of Distortion doesn’t do anything — except draw you 1 (maybe 2!) cards/turn late game. That’s going to be busted in a board stall.
===Comparison with BFZ’s best commons====
5.
Tightening Coils4.
Mist Intruder3.
Clutch of Currents2.
Benthic Infiltrator1.
Eldrazi SkyspawnerThe big entry is
Containment Membrane which is just way better than Coils,
Mist Intruder seems terrible now. Clutch is probably still better than Sweep Away.
Jwar Isle Avenger seems just “fine” (outside of 2HG), but I think worse than Skyspawner. Maybe on par with Infiltrator?
===Bombs===
*
Deepfathom Skulker looks very hard to beat with fliers.
*
Crush of Tentacles ought to be really good but it’s going to be hard to surge. Still it’s blue Planar Outburst, you should be able to win with it.
== Black ==
Unlike blue, the non commons are mostly devoid (commons are 6:5). 2 solid removal spells at common, and 2 at uncommon (including
Visions of Brutality). White also has 3 removal spells although they are more conditional. Esper control? No real wrath though beyond the uncommon -2/-2
Flaying Tendrils.
===True Black Cards===
There are 3 allies (1 at uncommon) plus a bad aura and an interesting graveyard enabler (
corpse churn)
Null Caller looks to be a solid build-around uncommon, and Malkir Soothsayer looks really, really good — maybe not quite
Grip of Desolation good, but great.
===Black Devoid Cards===
Oblivion Strike jumps out at me as a top common.
Essence Depleter is a BWc Lifegain card on a playable body.
Kozilek’s Translator is an interesting mana fixer/ramper, but I don’t know that it’s good. The other creatures seem OK with colorless mana, Sky Scourer seems bad.
===Comparison with BFZ’s best commons====
5.
Mire's Malice4.
Demon's Grasp3.
Kalastria Healer2.
Sludge Crawler1.
Complete DisregardHealer is going to be much worse given the unlikeliness of multiples. I think
Sludge Crawler remains the best common black creature in OOG draft.
Oblivion Strike seems somewhat better than Complete Disregard, unless people start using more combat tricks. I could see
Zulaport Chainmage being extremely good in a board stall.
Tar Snare is a worse disregard, but still does most of the same thing, certainly better than Grasp. Mire’s Malice looks to remain very solid unless this format really speeds up (which it might)
=== Bombs ===
*
Dread Defiler looks very very good (if you can get to 7).
*
Inverter of Truth. Not sure. Ends the game quickly, but what happens if it gets bounced or killed? You just lose. Card seems to be basically Demonic Pact.
== Red ==
So red gets a 2-mana shock, 1 first striker piker and only 6 devoid cards (4 common). There are 4 other removal spells that are pretty conditional,
Boulder Salvo being the best. There are a couple falter effects.
===True Red Cards===
Reckless Bushwhacker looks very good in a go-wide strategy, but it’s going to hard to be cast for 2 on T3.
Kazuul’s Toll Collector is a clear build around but I don’t see
Pyromancer's Assault getting there.
Embodiment of Fury is like a worse tidecaller but still good. There are a couple common allies but no strong cohort effect.
===Red Devoid Cards===
Meh. I like
Maw of Kozilek but I am not sure it’s good.
Immobilizer Eldrazi could make red aggro viable.
===Comparison with BFZ’s best commons====
5.
Valakut Predator4.
Outnumber3.
Stonefury2.
Touch of the Void1.
Nettle DroneWell ok then. Nothing approaches this list, except
Zada’s Commando and only that if you can get a sufficient density of 2 drops and attack through walls.
===Bombs===
*
Chandra, Flamecaller doesn’t protect herself but should be impactful.
*
Eldrazi Obligator aka
Zealous Conscripts seems good.
*
Fall of the Titans is almost always going to be good, even great.
== Green ==
Ah this is the crux of the whole analysis isn’t is? Will Green be (more) playable in draft?? Will it still be the worse color? Fundamentally, I am going to assert that the *reason* green was bad in BFZ draft was:
a) the synergy was overall weak or unsupported
b) the overall power lower of the commons was low
c) it seems to have a 3+ color theme, but the fixing was awful
Green has fewer devoid cards than Red, only 2 commons. They are both quite good though - a colorless mana rootwalla and a 2/2 + 1/1 scion for 3.
===True Green Cards===
At the uncommon level
Embodiment of Insight and
Seed Guardian stand out. There is only a single common ally, but I like him too (
Tauru Pathwarden). There’s no fight spell, there is a weird 5 mana sorcery one-side fight spell at uncommon (
Nissa's Judgement)… which seems pretty great as long as you have a few creatures and don’t need to kill something huge.
Saddleback Lagac is possibly very good
===Green Devoid Cards===
There are only 2 commons but they are excellent. There’s an uncommon fixer that’s also ramp if you control a wastes. That should be playable in 3+ color (including obligatory colorless) decks, and mandatory if you are 5 color.
===Comparison with BFZ’s best commons====
5.
Eyeless Watcher4.
Tajuru Beastmaster3.
Tajuru Stalwart2.
Lifespring Druid1.
Evolving WildsYes, this is LSV’s joke.
Scion Summoner is better than all these,
Tauru Pathwarden is at least roughly as good as beastmaster, and
Saddleback Lagac might be great.
Stalking Drone is… I think a little worse than
Snapping Gnarlid, but I think Gnarlid is improved relative to the rest of the block as a whole. Stalwart and Druid may be a bit worse relatively UNLESS you are 4-5 color (not colorless). That being said, Evolving Wilds may remain a high pick in BFZ if you are Gx.
=== Bombs ===
* 3 mana planeswalkers like
Nissa, Voice of Zendikar are obviously great
*
World Breaker doesn’t seem game breaking but very hard to beat in a long game.
== Pure Colorless Cards and Lands ==
Most of the cards that require colorless to cast are rares, so unlikely to make a impact on draft as a whole.
Walker of the Wastes (4C cost) is clearly a build around uncommon “pick all the wastes”. The two commons seem OK, a 6 mana 5/5 with some activated pseudo evasion, and a 4 mana 2/3 vigilance that taps for colorless mana. That seems like it could be a really valuable card, but the body is pretty meh.
=== Colorless Mana Production and Consumption ===
This seems like a critical part of the format. There are 12 non-rare cards with obligate colorless activation costs - a ~cycle (1 colorless) at common, a ~cycle (2 black devoid) at uncommon, and several rares as well. Some of the activated abilites are minor, some are awesome. Depending on how many of these cards you have and how cool the abilities you might want 5-6 colorless sources in your deck.
There are 5 common lands (plus 4 rares/mythics) that produce C, plus a 3 CMC mana rock(Seer's Lantern). There are 4 mana “dorks” one at 2 generic (
Hedron Crawler), one at 4 generic (
Warden of Geometries), and color-devoid cards at 2U (
Cultivator Drone) and 4B --
Kozilek's Translator (both with restrictions), plus a couple green cards that can fetch
Wastes, and a couple scion generators. BFZ of course has a cycle of lands at uncommon,
Kozilek’s Channeler (which produces CC!),
evolving wilds (which can fetch a
Wastes), and scion generators at all rarities.
Without really breaking down the numbers, I think that typically there will be 24-32 colorless sources floating around per draft, if 1/2 the decks want them (and note that some are otherwise great cards or fix for colored mana!) then getting ~6 should not be a problem if you prioritize them. On the other hand, running 2 cmc 3 mana rocks is probably dicey.
Can you get enough to play something like “mono green/colorless”? It seems possible, especially if the color you are in is very open, you could easily play like a 11/6 or even 10/7 mana base.
== Gold Cards and Dual lands ==
Well, there are 10 uncommon gold creatures and 10 uncommon duals in both cases 1 for each color pair. The gold creatures all seem quite solid, and in a few cases (BW, GW, BG, WR) appear to support archetypes.
Baloth Null (BG) just seems like the best uncommon in the set.
They all seem very strong in that color pair, and they may just be flat out first pickable.
There are 3 legendary creature gold cards at rare as well, with
Mina and Denn, Wildborn supporting GR “landfall”, and BW being a sac outlet.
== Effect on BFZ Archetypes ==
White Effect on BFZ Archetypes:
*Wx allies: Has plenty of allies, but they are just OK, this looks to me like it morphs into 4-5 color maybe playing the good converge cards if they get opened.
*UW fliers: seems weaker, but maybe the 3/2 that you can pay to fly is good?
Blue Effect on BFZ archetypes===
*UW: Two common fliers, and they both look pretty good. Plus the bounce spell. No wind drake though, so what does this deck do on T3? Play a blocker? Can’t even divination.
*UB: I don’t see the support for Process, although possibly you could treat
Thought Harvester as a build-around uncommon.
*UR: Possibly this morphs into URC 3 “color”. This deck was low in synergy but high in power. I don’t see anything as good as Skyspawner or Infiltrator.
Black Effect on BFZ archetypes===
*BR devoid - I don’t really like the 2/1 for B, there are some reasonable ago cards and removal so seems fine
*UB process - this is looking like a control deck now.
*BG “sacrifice” - this was not a deck in 3xBFZ and it looked like there was some support, but there are zero sacrifice outlets in OGW (accept a one-off Green creature). There are cards with death triggers which appear to be playable anyway, so maybe you crack a vampiric rites and go off.
Red Effect on BFZ archetypes===
*UR devoid - there just aren’t enough R and U devoid cards to make this deck - without going “heavy” into pure colorless. Even so, there are only a couple R cards that matter.
*UB devoid - well, maybe. I think this is just a straight up RB aggro deck
*RW allies - there are red allies you can still play in your W(g?) ally deck. But this is probably now the weenie deck, with a side order of equipment.
*RG landfall - there is the one uncommon landfall guy that’s good. And maybe a couple pikers plus falters makes this deck better.
Green Effect on BFZ archetypes===
Green didn’t have any functional archetypes except landfall (barely) in BFZ.
BG sacrifice was a failed archetype in BFZ but BG graveyard might be a lot better. Might be missing a satyr wayfinder type card.
Overall, BFZ had 4 high synergy archetypes - BW, Wx allies, UB devoid, and GB sacrifice, a couple moderate synergy archetypes (RB and UR devoid, RG landfall) and a zero synergy deck, UW fliers. Converge overlapped pretty strongly with WG allies.
How were these archetypes effected by OGW? All of these elements are here, but it appears that most of the cards in OGW require less synergy.
=== BW Lifegain ===
There are cards that would go in BW life gain, but not many - and few payoff cards like
Bloodbond Vampire. I think this deck has moved into the “build around” category, but hoping to get hooked up in a single BFZ pack seems dicey.
=== GB sacrifice ===
This deck almost never worked in BFZ, but it was clearly an intended theme. There are lots of death triggers in OGW, and some cards that care about the graveyard, but very few sac outlets. That would imply that you can’t reliably get them in BFZ, so build deck accordingly.
=== UB Ingest/Process ===
Stuff will still get exiled for processors, and there are a couple of cards that can exile repeatedly for {C}-based costs. There is no process in OGW so you will have to evaluate the third BFZ pack accordingly. This seems like a build-around archive based on opening the right things in OGW, rather than the default UB.
These 3 decks seem like they have *some* support, but more at the “goblinslide” level rather than being the default for their 2 colors.
=== Allies ===
There are lots of allies - especially in white, and you are paid off for having ally + cohort ally but I am not sure you need a deck full of them. With cohort, the 3rd ally on the board has diminishing returns (even if you have 2 cohorters). Of particular note, the (non rare) ally in BFZ,
Tajuru Warcaller costs GG3, and there is only 1 green ally creature in OGW. You can definitely get paid off in RW though. 4 or 5 color allies with converge cards in BFZ could also easily be an “extended theme” (not sure it’s an archetype)
=== RX Devoid ===
There are fewer U and R devoid cards in OGW, but I think it will still be possible to have a deck with ~18-20 devoid cards. It might be 3 colors (or 4 including obligate colorless). The devoid cards seem pretty strong.
=== RG Landfall ===
There are no common landfall creatures in OGW, but a couple good uncommons and rares. That said, the strength of this archetype depends primarily on the strength of beating down in general (which was not easy in 3xBFZ)
=== UW Fliers ===
There are U cards, W cards and some fliers. There is however, no
wind drake.
== New Archetype Hints ==
===Wx - go wide/support (WR? WG?) ===
There are some OK support cards in white, but no weenies. I think this will work if it works on the 1/3 flier for 2. Note in Green there are quite a few cards in BFZ that seem to work well with this (scion producers and ally pump spells).
===WR Equipment ===
There appear to be three “key” uncommons for this deck:
Stoneforge Acolyte, and
Kazuul’s Toll Collector, and
Weapons Trainer.
However, since the equipment sucks, I don’t see this paying off in limited even with a nut pull, although you can’t really run more than 3 equipment in a limited deck, so maybe P1P1 the rare one works. It may be that the uncommon are strong enough to support mediocre equipment
=== GB graveyard ===
It looks like this color pair is moving more to “graveyard value” rather than a repeating sacrifice engine, but if you are prepared to flex, you could pick up some engine cards in BFZ
The other color pairs seem to be less “synergistic archetypes” and more the usual themes - in particular UW and UG “tempo” decks, UB control decks, with R and G having the usual beat down roles.