Quote:
Originally Posted by cookie
Someone recommended making a 2 drop on the play and a 1 drop on the draw here, it surely makes for games with a little more descisions. But damnit is there many blanks at 1.
Anymore input on this strategy? Standard seems to make 3 first on the play and 2 on the draw.
My 2 on the play/one on the draw is definitely unorthodox and I don't have anywhere near the sample size to determine if it has a substantial effect on winrate either way. The question is whether the times you curve well or get a wall make up for the times you get hit by discard or something and can't catch back up because of it (it's generally possible to get caught up by skipping an early turn barring early disruption in my experience)
If you fail to get an amazing curve, you HAVE to skip a turn to get caught back up, and try to trade off creatures where possible.
Mana creatures are the nuts at 1, but they're not the only good thing that can happen. There are various walls that are better defensively than most two-drops, and even a Suntail Hawk or a Benalish Hero can do a surprising amount of damage. And if you get an Archivist/Ophidian effect you'll be glad for the extra body.
0 I haven't thought about a lot. Here are the 0-drops:
Phyrexian Marauder
Shifting Wall
Kobolds of Kher Keep
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Ornithopter
Memnite
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Phyrexian Walker
Shield Sphere
Dryad Arbor
I think that's a rough worst-to-best order. I also separated them into "total brick, worse or equal to nearly every one-drop, above average for a one-drop". I have to admit that this looks better than I originally thought, but then again if you brick that is nearly a death sentence. You can't afford to skip more early turns than your opponent and also not have blockers, and the longer you hold off on skipping a turn the bigger the attackers get and the less you can afford to let them hit you without getting in alpha strike range.