Author
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Topic: Getting into Drafting.
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Skwirlnutz Member
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posted November 05, 2012 03:26 AM
Personally I've not drafted a lot in my time of playing Magic due to the lack of people wanting to draft. However I recently moved and the community here drafts and plays sealed a lot. Any tips or tricks on breaking into these formats? I'm also thinking of making a box of limited supplies (sleeved lands of each color and extra sleeves for the deck I build), should 20 of each land be enough just for these formats?
[Edited 1 times, lastly by Skwirlnutz on November 05, 2012]
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mm1983 Member
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posted November 05, 2012 03:43 AM
In draft format taking some form of removal as a 1st, 2nd, or 3rd pick is usually a good thing to do.
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choco man Member
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posted November 05, 2012 04:10 AM
If you're playing at a LGS, 20 basics of ea is too much. 12 each should be enough, if you ever need extras the LGS should have them. And packs have basics also.When I'm prepared, I usually have: 50 sleeves 11 basics of ea 2 deck boxes playmat/pen/paper dice If you want to improve, you're going to have to try new things and keep track of how you do. Limited is a format just like constructed, there's a metagame, sideboard cards, etc.
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caquaa Member
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posted November 05, 2012 05:29 AM
quote: Originally posted by Skwirlnutz: Any tips or tricks on breaking into these formats?
Do it a lot. Keep an eye on what you're losing to or winning with and get those cards next time, but make sure you branch out and draft different colors and such. Sometimes you get too set in forcing one color and when the dude to your right is in that color things go poorly. Also, don't be afraid to not play some nuts bomb rare if you don't get a good deck to go around it. If you get a p1p1 Jace that doesn't mean you necessarily have to play blue if there aren't any good blue cards. quote: Originally posted by Skwirlnutz: I'm also thinking of making a box of limited supplies (sleeved lands of each color and extra sleeves for the deck I build), should 20 of each land be enough just for these formats?
In M13 I played a few mono colored deck occasionally so I'd say you'd want enough lands of one color to support a mono colored deck. The max lands I'd run in any deck is 18, however I'm sure there was some super rare time where I ran 19. Given that, 20 lands of each sounds fine. If you plan ahead you can pimp out your lands if you're into that just for a little fun. If you bring your own lands, you don't have to remember to return them to the store when you leave, so thats always a bonus. Myself, I just have a deckbox I keep in my bag that has only sleeves and I grab lands from the store. I carry enough junk around, no need to add more. Also, life counter, and likely a playmat, are something you should always have with you when you go to play magic any how.
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Bagbokk Member
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posted November 05, 2012 06:22 AM
I think RTR might be a little weird (I haven't drafted it, but drafted AVR and M13 a bit) because you're probably going to end up playing 3 colors. But anyway, for just starting out, I'd let the first 4-5 cards determine the colors you're likely going to play and draft from there. Sure, you can switch colors, but it's best not to think too hard and long about things when you're just starting out.A lot of the rares and mythics that are good in standard are also pretty good in draft (and vice versa), but obviously not universally. You probably have a pretty good idea already of that, though. It's mostly the U/Cs to keep an eye out for.
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MagicPatty Member
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posted November 05, 2012 07:15 AM
Read your signals.This means that regardless of what you have taken first pick, if the guys to your right are passing you fantastic black cards, that means you take them. This cuts black to your left, and assures that you will see more black cards in pack three. Sometimes this means you have to take a mediocre card over an otherwise better card, but you simply can't just sit down and take the best card per pack. To win, you have to read the signals, and send them as well for that matter. __________________ Starting the bulk rare collection all over! Send them my way!
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Volcanon Member
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posted November 05, 2012 03:24 PM
Pick removal highly in RTR. Pick it over pretty much anything except a superbomb.
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studderingdave Member
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posted November 05, 2012 03:54 PM
watch for rare drafting. look at the prize system for your local drafts. for instance, my shop charges 15 bucks for 3 packs and a seat. this means if i spot something outside my colors i will prolly nab it anyways to cover my draft. for example, 2 weeks ago p1p1 i cracked a foil angel of serenity. White had nothing for the rest of my picks so I ended up not playing it, but I did trade it for a Dark Confidant later that night. If your prize system is larger it would make more sense to draft chase commons/uncommons over average rares or even bombs if the prizes are right.Also, remember the acronym BREAD, which stands for Bombs Removal Efficient spells Aggressive dudes and Durdles (or dregs) BREAD gives you a sense of what should be grabbed when seen. Removal is always hot, and even cut rate stuff has great uses. Things like Assassin's Strike and Launch Party are very solid in RTR.
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FleeceItOut Member
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posted November 05, 2012 04:55 PM
trial and error and consider your curve/mana requirements
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daner Member
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posted November 05, 2012 06:16 PM
quote: Originally posted by studderingdave: Things like Assassin's Strike and Launch Party are very solid in RTR.
You name 2 black removal spells, one common, one umcommon and you don't even name the CORRECT ONES. Best common removal spell....Stab Wound(black). Not only is it the best black removal spell it's probably the #1 common in the set if not #2 slightly behind Annihilating Fire. Best black uncommon removal spell....Ultimate Price. If you guys are going to give advice at least give the right advice.
EDIT: adding to the list of cards you should take over Launch Party, or that I would take over Launch Party(let's say it's p1p1 and you have to pick a common...)
in no particular order Stab Wound, Annihilating Fire, Corser's Accord, Explosive Impact, Voidweilder, Lobber Crew, Trostani's Jugment, Dramatic Rescue, and Auger Spree. Now I'm not saying Launch Party is unplayable, it's just an akward card. You have to 2-1 yourself most times. Yes, it deals with everything in the format, but you never want more than maybe 2 in your deck. All of those other commons you can put as many as you can get into your deck and it wouldn't be too many.
[Edited 1 times, lastly by daner on November 05, 2012]
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WeedIan Member
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posted November 05, 2012 07:09 PM
quote: Originally posted by daner: You name 2 black removal spells, one common, one umcommon and you don't even name the CORRECT ONES.Best common removal spell....Stab Wound(black). Not only is it the best black removal spell it's probably the #1 common in the set if not #2 slightly behind Annihilating Fire. Best black uncommon removal spell....Ultimate Price. If you guys are going to give advice at least give the right advice.
EDIT: adding to the list of cards you should take over Launch Party, or that I would take over Launch Party(let's say it's p1p1 and you have to pick a common...)
in no particular order Stab Wound, Annihilating Fire, Corser's Accord, Explosive Impact, Voidweilder, Lobber Crew, Trostani's Jugment, Dramatic Rescue, and Auger Spree. Now I'm not saying Launch Party is unplayable, it's just an akward card. You have to 2-1 yourself most times. Yes, it deals with everything in the format, but you never want more than maybe 2 in your deck. All of those other commons you can put as many as you can get into your deck and it wouldn't be too many.
I'm bad at magic and i know how good stab wound is. at the GP one of the Pros did 18 damage using a stab wound.
__________________ Member Since 03/28/2001 12000+ posts 1st in posts in Ontario 2nd in posts in Canada 10th in posts on MOTL 5th in Refs in Ontario Pushing to get to top 100 in MOTL Refs
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Abinks Banned
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posted November 05, 2012 07:42 PM
quote: Originally posted by WeedIan: I'm bad at magic and i know how good stab wound is.at the GP one of the Pros did 18 damage using a stab wound.
I've seen this 3 times so far, at the prerelease, at the release and at a random draft. Stab Wound is crazy good.
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mm1983 Member
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posted November 05, 2012 07:46 PM
quote: Originally posted by Abinks:
I've seen this 3 times so far, at the prerelease, at the release and at a random draft. Stab Wound is crazy good.
I've single handedly won off of Stab Wound before. Put it on your opponents 0/6 flying wall or 0/4 or 0/3 walls in RTR.
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Abinks Banned
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posted November 05, 2012 07:59 PM
quote: Originally posted by mm1983: I've single handedly won off of Stab Wound before. Put it on your opponents 0/6 flying wall or 0/4 or 0/3 walls in RTR.
I think you're one of the people I saw win with it.
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Link139232 Member
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posted November 07, 2012 10:47 AM
I played triple stab wound in a green/white deck. Its absolutely insane. Some tips on drafting in general.. Never take committing cards early unless they are ridiculous. Obviously, drafting cruel ultimatum puts you in those colors. In RtR draft, don't first pick something that uses two mana symbols of the same color, leave your options open. Look at your rare first. Generally most rares win you the game all by themselves. Draft what you like, not what's good. If you play a deck that you hate (for me, its azorius), you'll have no fun. If you are skilled enough, you can make the best out of every situation. Granted, if I were to open some bomb azorius stuff, kind of forced to play that. So I guess, play what you see. Lastly, when in doubt, draft green. Huge dorks are a pain to deal with. Make sure you can handle evasive dudes, but if you slam runner runner runner fatties, its hard to lose unless they have removal.
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edsillars Member
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posted November 07, 2012 11:24 AM
quote: Originally posted by daner: You name 2 black removal spells, one common, one umcommon and you don't even name the CORRECT ONES.
FWIW, I think you missed the point of his post. He was saying that removal, even bad(ish) removal, is quite useful. Then went on to list a couple removal spells that may have been questionable in other limited formats.
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guruswamp Member
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posted November 08, 2012 06:07 PM
ive always had success in limited/draft with these 2 simple rulesflying creatures removal more flying creatures than removal fly over their groound idiots and use your removal to nuke their flyers dont waste picks with cutesy cards....take the fliers and removal
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dragon172 Member
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posted November 17, 2012 02:34 PM
One thing that has helped me immensely with drafting is watching videos/listening to podcasts. Channelfireball.com, draftmagic.com, mtgoacademy.com are great places to start for drafting videos, and the limited resources podcast is great as its made to help people get better at limited. Also streams on twitch.com where you can interact with the person drafting and ask direct questions is helpful. A lot of the above suggestions are great, but it get so much easier when you are actually able to see it in action from th people that do it all the time.
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Volcanon Member
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posted November 17, 2012 03:19 PM
Second on stab wound. That card's nuts. I hit a guy for 18 with it, casting it the turn after he was like mister smug "lol two 0/6 flying walls".
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FleeceItOut Member
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posted November 17, 2012 07:00 PM
don't be afraid to scrap your first pick if the cards aren't coming
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Volcanon Member
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posted November 17, 2012 09:20 PM
quote: Originally posted by FleeceItOut: don't be afraid to scrap your first pick if the cards aren't coming
Yup. If you get an armada wurm and an arrest, and then absolutely nothing in white or green, it's time to go into different colors.
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