![]() ![]() Mesmerising Dose-the only removal spell at common for Blue-suffers from all the issues bind effects do in Limited while also costing a hefty three mana…in a fast format. Your creatures are understatted and your interaction is terrible or nonexistent. Even if you have a good chunk of cards in one color, you only want to play the ones that contribute to the primary synergy your deck is trying to leverage.īlue is very weak. As a result of the colors being partitioned, mono-color decks are rare. Red may be the exception, though, in that none of your cards contribute to toxic-which honestly makes the color a lot more internally cohesive. Color and Archetype OverviewĪs for the colors, most cards in each color only contribute to one of the color’s two synergies: Toxic, Oil, artifacts matter, equipment, or Proliferate. Drafting with a splash in mind and then cutting it during deckbuilding happened fairly often for myself and several people I have talked to, as well. Taking Turn 2 off to spend two mana to cast a Prophetic Prism, for example, has a higher cost than normal when most opponents are spending their first three turns adding pressure to the board. ![]() In a format as aggressive as this one, there are real costs to splashing that your more aggressive opponents will expose. Splashes are generally worse on average than a high synergy two-color deck. Otherwise, drafting midrange piles or piles with three or more colors is not advisable. You can play a slower deck if you have one of these. Examples include Kaya, Intangible Slayer, The Eternal Wanderer, and the “X Sun’s Twilight” in each color: White Sun’s Twilight, Blue Sun’s Twilight, Black Sun’s Twilight, Red Sun’s Twilight, and Green Sun’s Twilight. Examples include proliferate on Whisper of the Dross, a card off of Blazing Crescendo, and Compleat Devotion staying in play after it has been used as a trick.Ĭreatures in this format are on the smaller side, meaning that cards like Whisper of the Dross, Hazardous Blast, Ambulatory Edifice, or anything that is hostile to X/1s can be quite effective.Įarly in the format, my sense is that the format is very bomb-heavy-but the majority of game-ending ones cost six or seven mana. Your opponent is often pressured to block more often than not in this format-especially with toxic being so prevalent and three poison threshold powering up cards with corrupted.Īnother point in their favor is that most combat tricks in this format have some sort of added benefit associated with them, so it’s fairly common you get some advantage in addition to eating your opponent’s creature. In a lot of situations, getting your opponent with a trick felt game-ending and I couldn’t find many situations where I could afford to play around them. As a result, combat tricks are better than you might expect. ![]()
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