(I probably shouldn't have done a draft of this set.)
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Deck Spells: | |||
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Deck Lands: | |||
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I hate this set and I hate that this is bar none the best common you can draft.
So to give you a better idea of why this isn't a good idea to play a draft with this set, every AI wanted Red. Every single one. Stay tuned to find out why.
Shoutouts to the few times I got Primordial Ooze value. I almost lost the winning run due to misplaying one (You can play them too late but never play them too early.) and the AI bailed me out by eating it before I could no longer pay its upkeep. The ooze would be better in a blue/red deck that can bounce it back to hand, but, we don't use logic here when red is overbearing. OOZE CAN'T LOSE.
#1: I wouldn't worry about a color having trash cards in this set because every color in this set has cards that are really useless! Red? Uhh, everything that's a Kobold.
Really awful.
We even have THREE of the same exact 0/1 for 0 Kobold,
spelt different,
thus taking 3 common slots.
Red has the strongest cards
of the set in terms of value and availability combined but you have to throw Kobolds
out of the way as you fish for them. The second best
walls
are also in red and every color has walls again. They only lose against the usual regenerate creatures black has but also the walls that just decide your creatures don't deal damage to it, so they can block everything. Oh yeah Red got two new burn
spells
and two good
auras
. All at common. One of them even doubles as a way to remove creatures with toughness 2 or less. This color's feast-or-famine: you either luck out, get the good spells, and have a chance; or you groan whenever you have to play against a red deck, especially if you tried anyway and, they got a noncommon like, a yeti.
#2: In a set that has a lot of strong walls, control spells, and indirect ways to win, your board presence needs to either be strong
or at least a good shield
. However as they say the best offense is a good defense. Green has flyers
, first strikers
, and a common forestwalker
for good measure in addition to the usual beefy creatures. They also have plenty of good
uncommon
creatures
, and Sylvan Library
. Oh and BEES
but they're rare. I did get them once but I didn't go the full gauntlet with 'em.
#3: Black's third because you can get a Fallen Angel
as an uncommon, and being a 3/3 flyer for 5 that can snack on your other creatures to tank burn spells and finish your opponent, it's really hard to find a better 5-drop at uncommon or lower. Black has like three good
uncommon 5-drops
so it's easy to find a bomb going black. It also has ways
to stall
until you get those out so it holds itself pretty well, especially when paired with any color that's not white. Black doesn't have any actual removal spells, somehow, but that's okay because it has fogs
and repeatable weaken effects
. It also has Underworld Dreams
as an uncommon and I almost got 3 Underworld Dreams in a run, but that deck was terrible and couldn't defend at all so it didn't win a single match.
#4: Blue is fourth because despite having really nasty counterspells like Force Spike
, Remove Soul
, and the insane Mana Drain
, blue can't really win because it doesn't really have any bombs easily available. Maybe if you get an Azure Drake
? Blue is extremely a supportive color this set. It has a lot of nasty
stuff
but you won't win games having it be your primary.
#5: White could potentially be good because D'Avenant Archer
can ping stuff that so much as moves, but their best white common creature is a 2/3. For 3.
When all the common walls can stuff that pretty easily. (Except for white's
!) Even the uncommon creatures
that are expensive have such underwhelming power, and none of white's spells
are good. Oh, save for Land Tax
. Land Tax is really funny since you can just simply not play lands to stay under your opponent and get every land out of your deck by around 5 turns, but Land Tax does not win games by itself and will require you to play a color that's really awful. Splash it I guess?
Now to prove I don't just care about draft, and also this wasn't designed for a draft, I'm just gonna talk about the cards in this set and how they interacted with the constructed format. (The only format at the time.)
We can just safely ignore most of the actual "Legends" because this is a world where Fireball still exists and we added more good red burn spells. Since this is also a world where draft doesn't (really) exist, I do have to wonder what the appeal of this set was when it was in a metagame openly hostile to anything that takes more than 4 mana to cast. The legendary creatures can be game
changers
, they are stated fairly well
, but even in this set they can struggle to get through what I found was the most optimal strategy: wall up and sneak in damage. (There's also 55 of these legends versus the 44 each color has.) There were cards in this set that I think people would want, but I have a feeling none of them were the legends. Maybe the legendary lands
?
It's even worse when I remember the legend rule was different way back then in that exactly one of a card can be on the board period. So if there was your legendary already on board, you couldn't play your legendary. It didn't replace their legendary. No, yours just gets immediately sent to graveyard. Looking it up further, before Ice Age, you could have exactly one of a legendary card in a deck. Ha ha, one! Oh man Nicol Bolas is so powerful better make sure you don't have 4 of 'im. More on this later when we approach the Kamigawa block.
I can't imagine the glyphs got played at all because it requires you to A: use a creature type that can be made irrelevant in constructed, and B: use another card on top of that which requires your opponent to not do A because it requires them to smack against a wall. "Smacking against a wall" is a bad move in Magic: The Gathering. If they're doing it they have a way to break the wall. And if you want to force that smack? That's another card you have to play. Sure people can do it to feint having a combat trick, but once you introduce punishments for smacking that wall then no one's gonna do it. Not even the glyphs
that reward you smacking that wall are good enough to warrant use. Really walls have, effectively, the same issues the legends in this set have: no one's gonna actually want to play them because you can win a game faster than using this. (Course, in this weird fake world I play in the walls here wall everything that doesn't fly or avoids blocks so)
Ditto for the enchantments that invalidate a landwalk, and several other cycles like the color-wash instants
. That puts a lot of trash into these packs, and yeah I know these weren't designed for draft, but Beta plays just fine in a draft setting, booster draft, sealed, otherwise. This was also a lot of trash for the singular constructed format at the time. Perhaps when we play a more recent core set we can get around this by including the greatest hits from here into the new core set, but at this time, I don't believe that people liked buying Legends booster packs.
--Thanks to mtgpics.com for the card and set images!