Quote:
Originally Posted by kyleb
Zendikar is really well balanced. Love it so far.
The Adventurer's Scope or whatever it's called that peeks at the top card of your deck is really good. Like, awesome.
Agreed, scope is bonkers! As is the machete.
I played 5 drafts in a pretty competitive environment. Obviously this is the first weekend so there was probably more rare drafting than normal. I plan on drafting much more of this set when it hits modo and refining these first impressions.
D1: Messy. Green is a trap color! Everyone drafts green. Mediocre naya deck. He casts obsidian fireheart g1, 2, 3. I have the removal game 1 and game 3 but he also has bounce g3 to save his guy.
D2: Insane UW deck. Curve full of evasive flyers (5 2 drop 2 power flyers, 4 of the amara raptors (really good) and 2 looters, 3 journey to nowheres, 2 whiplash traps. Lost in first round to t1 goblin guide backed up by the red pump first strike cry spell while on the draw g1 and 3 being punished by my own flying kor guy that outtempod myself.
D3: UR. Living Tsunamis, windrider eels, geyser glider, and teetering peak=awesome. Combined w/ 3 raptors, 3 looters, 2 lightnings, and the loremaster, and a few of the red 2/1 ally means I dont lose a game. 3-0.
*Lived the dream curve-t2 geopede, t3 looter, t4-6 raptor, t5 Loremaster, t6-if he hadnt already scooped---draw 5/discard 1
D4: Very very good rb aggro deck. Gobling guide, 2xlacerator, 3x guul daz (very good), 3 goblin shortcutters, 4 intimidate 3/2 boars (very very good),a couple red ball lightnighg expiditions and some disfigures. Lost to a Gr deck. G1 I win t5, g2 i mull to 6, no 1 drops, on the draw, i miss my double black to cast infest target player spell and loose to his green rare land putting a +1+1 on every green creature (he missplayed and used it on every creature every turn and I didnt read it, didnt matter probably).
*G3 epic game: I mull to 5 w/ no 1 drops, eventually get him to 11 w/ a 1/1 vamp out that will become a 3/2. I have two other 2/1 dorks vs his 5/6 and 2/2 green guy that gets big w/ forests. Im holding the +3/0 pump spell, he has one card. I draw the red deal damage=to mountains sorc, burn him for 2 (only have 2 mountains out), then attack him to 6. He topdecks the hasty dragon, knocks me to 15, next turn he can have two attack phases and kill me. I go to pump for lethal on my turn and he vines of vastwood my own creature making it untargettable essentially countering my pump spell for the win.
D5: Draft a great Bw aggro Deck. two drops-hexmage/2x surrakur marauder, 2x kor skyfisher, nighthawk, 4(!!) hookmaster (Very good), sanctifiers, 2xdeathtouch scorpions, mosquitor, specter, shade, 3xhideous end, 1 journey to nowhere. Just very consistent with lots of removal/deathtouch/evasion and utilty. No bombs really. 2-0, 2-0, guy in the finals has a ridic monored deck that everyone is hyping up and he doesnt want to split. I win a close 2-1 after some bad play on both our parts (he played a land to trigger geopede and instead made my specter a 5/5 flyer...i of course didnt see this and didnt block...but i did realize enough to attack back for 5).
Take homes. Unimpressed with the G/U card advantage expeditions as they seem a bit slow and are bad draws late although people liked the U one. The black ones and the red ball lightning one are both pretty good. Harrow is obviously awesome, especially with windrider eel although GU will have literally 0 reliable removal and so make sure to get your tricks.
Allied themed decks can be good as there is enough fixing to go 3 colors and reach a critical mass. The green/red 2 drops, umara raptor, the black 4 drop, and the red 5 drop are all decent enough on their own. The white first striker is very very good but requires a greater commitment.
Blue: Living Tsunami/windrider are both insane. The Blue ally is also underdrafted and almost first pickable. 3 mana looter is still a looter. Aether figment and merfolk seastalkers went way later than they should have. Oh and right of replication/roil elemental are both as insane bombs (obv), saw a kicked right of replication on a umara raptor.)
White: was unimpressive although underdrafted...the only reason I went white in the last draft was my only white card in the pack (a skyfisher) tabled in pack 1. Hookmaster was very underrated. The white minioverrun sorcery is also great. The best white cards are splashable-shephard of the lost and journey to nowhere.
Red: The tools for a very aggressive deck are there although its helpful to bring in black for some one drops to combine with shortcutter. Geopede/burst lightning are both first pickable (teetering peeks, attack w/ 5/3 firstsriker). The red allies are all playable on their own. Geyser glider is a red air elemental and nobody seemed to understand that yet. Obsidian fireheart is unfair.
Green is unexciting imo but everyone else loves it. I just dont like beating w/ 6/6s as much as I like flying over/intimidating w/ 2/2s and bouncing 6/6s. I first picked a scut mob in two drafts and was cut both times. The best cards other than obvious bombs are the 2 utility kicker 3 and 4 drop guys (kill flyer and non land perm). I even liked what I saw from the elf that taps for 2g as it accelerates you into the 6 mana range necessary for green. The green 5 mana sorcery that kills art/enchantments is almost maindeckable.
Black is very good but requires a large commitment with all the best cards being BB. Hideous end and infest target player are great. Disfigure is also very good. The guul daz vamp is pretty bad but great in the right deck (ie combined w/ red expeditions/boars/burn. Nighthawk is criminally good.