Drafting Modern Masters 2 :- Primer to Mechanics and Archetypes.

THE LOWDOWN ON MODERN MASTERS 2


I'm looking mainly at the common/uncommons when considering decks etc, the rares/bombs are surplus to the deck and consistency in my head is always key for drafting. Modern Masters 2 is no exception. Of course if you pull something crazy good in rare/mythic, then play it! But it's wrong to put lots of emphasis on those cards when analyzing a set because we're less likely to see them in our packs... We all know when a rare is good enough to take/splash for, so let's really dig deep into the meat of the set... The commons and uncommons and the gloriousness of them in this set.
Firstly let's look into the Mechanics....


Anihilator - Mechanic of the Eldrazi/Ramp Strategy.

- It's the mechanic I'm not massively worried about, but if the game goes late and your opponent lands an Eldrazi, then the 'toppling' effect is quick. Be more interested in the Eldrazi coming down on 8 & 9 mana (common/uncommon) than the Mythic rare ones.

Metalcraft - Affinity/Robots Strategy.


- We've lost spellbombs in lieu of some more equipment. The Affinity strategy is slower but more resilient than last time, cards like "cathodion" are now bonkers since mana-burn has phased out and this card came about in Urza's Block... Alloy Myr and Blinding Souleater are phenominal picks in the common bracket. There isn't a huge amount of artifact hate in the set, Sundering Vitae and Smash to Smithereens are the only real threats at common level. White seems best to compliment Metalcraft with Equipment seeking and Artifiers.

Exalted - Evasive/Defensive.


- I've not used Exalted in draft, it doesn't feel that great but we could do with looking into how this
Arcane - Value spells from Kamigawa.
- There is no splice from the spoiler I've seen, there is literally two spirits which means Arcane matters.. Thief of Hope & Waxmane Baku. I'm not going into drafts wishing for this card though.

Soulshift - Spirits which come back to your hand.


- Soulshift is cool, getting creatures back when your creatures die is cool, but this format has some huge swings in power, so that makes me think that playing the Soulshift came could all be for nothing if your opponent hits a bomb (and the bombs really are game over in this set.)
- Nameless Inversion is also a 'spirit' in all zones, which makes Soulshift rather amazing.

Changeling - All creature types, all zones, all the time.

- Thge two tribes in this set are 'Elemental' and 'Spirit' in terms of cards that matter about your tribe. Elementals were underdrafted in Lorwyn era and were actually awesome. Elementals align with Domain nicely too.

Graft - Super Swet Limited Mechanic from Dissention.

- Fun fact: You can draft onto your opponents cards and play with them, this mechanic is super sweet and there is a seriously cool U/G strategy lined up in this set.

Domain - Basic Land Types Matter.

- Unfortunately those 'Karoo' lands can really hamper your Domain, changing the effectiveness of your spells. You are going to want as many of those 'karoo' lands as possible if your planning 5 colours... I'm underwhelmed by 'Domain' as an ability in this set, yet I feel 5 colour decks will still be great. There are many artifacts to compliment.

Convoke - M15's flagship limited mechanic returns!

- Play around the common convoke spells and realise that only White/Green have access to convoke. There is a token strategy for Convoke which ties nicely into the Eldrazi/Big decks.

Wither - Shadowmoor's Dark Horse...

- Wither isn't to be underestimed in this set with Proliferate going about. It's always been a good limited mechanic and I feel being backed up with the Scars of Mirrodin cards abundant at common/uncommon level it could be abused nicely.

Proliferate - Graft/Wither's best friend.

- I would use proliferate as an accompanyment to Graft/Wither for best effect, but there are a couple of artifacts which can benefit from Proliferate. This mechanic isn't vastly abundant however, do not rely on seeing it but be happy if it compliments you.

Bloodthirst - Harder than it looks to achieve.

- My experience with this is that it's a lot harder than it seems to gain Bloodthirsted creatures, but if you manage it then you're going to roll the enemy over. A mechanic for R/B.

Kicker - Works in early & late game.


- Kicker cards should be considered higher than first glance because they are often useful at 2 stages of the game, not many cards can say this. This ability is dominant in R/G.

Evoke - Works in a similar vein to Kicker.

- Evoke is like kicker in a sense of it gives you an option to cast the spell earlier in the game should you have an opportunity to do it. Mulldrifter wins games, the fear is real. Pro's back in Lorwyn days used to splash exclusively for Mulldrifter and it was nearly always the Pack 1, Pick 1 if it was there!

COLOUR GROUPS....

G/W - Selesnya Tokens - 

This is all about the convoke and token generation, this will be a standout strategy for me as the Thallids of MM1 were pretty poor, token generation in limited is generally awesome and they've put some seriously good cards in this set to help the strategy. A great sinergy to support going large and if you're lucky enough to pull an Eldrazi at Mythic!

U/W - Azorius Artificer -

Artifacts work best in these colours as does Exalted, Mulldrifter and AEthersnipe are great cards to pull you towards a U/W strategy, the classic evasion/tempo deck is available but would really appreciate a couple of equipment cards.

U/B - Dimir Proliferate -

In the common slots there is plenty of wither and some proliferate going on. U/B is the control deck of the format, no surprises here... I feel that it's too slow to want to be in unless your incentivsed by a damn good rare/mythic.

B/R - Rakdos Bloodthist -

It seems like Lightning bolts and Burst Lightning are going to be vital to get Bloodthirst actived consistently. Wrecking Ball might possibly be the best uncommon in the set, playing these colours will have you going full-speed and hoping you get there before your opponent can setup properly.

R/G - Gruul Domain/Big Mana -

Kinda like green white, except with a bigger emphasis on the fatties/Eldrazis...... If your going classic Domain, I feel these are you two colours to work from and splash the rest.

G/B - Golgari Morbid-Tokens -

There is a lot of sac outlets and 'death matters' cards surrounding the vast common suite of token production for green, Algae Gharial and Scavenger Drake are key cards to draft if you want this deck to shine on a consistency basis.

W/B - Orzhov Spirits of Kamigawa -

You'll get a LOT of removal, your creatures will be sub-par but if you go soulshift heavy you can play the recurring strategies, there is such little graveyard hate in the set that these colours could be a dark horse. I feel rares may dictate your passage into Orzhov. The cards in these colours aren't massively historic from drafts/era's I've played in, perhaps it'll be underdrafted.

W/R - Boros Equip and Double Strike -

I think you've got to be on the ball to read if this strategy is open, many of the good cards needed are at uncommon, but like the Orzhov decks you'll be rich on removal, I can see many people in W/R wanting to splash into green to gain some pump, I feel equipment is what you want more than anything in a deck like this. Protection spells like Apostles Blessing will be well received in a deck like this. There is an abundance of double-strike cards in these colours at uncommon!

U/G - Simic's all about the hard Graft! -

I think this is up there with Selesnya in terms of raw power, Simic/Bant Graft is going to be a brilliant strategy, if you can grab some cheeky proliferate then the gains you'll make as you progress the board will be really tough on the opponent. Be very aware of Savage Twister at uncommon which threatens to shoot this deck down!

U/R - Izzet Elemental Tempo -

The ultimate for the tempo game, U/R is going to want some punchy hitters and flyers to wrap the game up and probably quickly at that... I don't see the same consitency in U/R as I do in the other colours... Even if this archetype is open the premium cards will be snatched so much quicker than the premiums in other colours due to the obscene and obvious power of cards like Lightning Bolt and Mulldrifter and the fact they're so splashable, so even if the person to the right of you is on an Orzhov build, they could easily still pinch a choice card in this deck away from you.

Comments

Popular posts from this blog

Streets of Rage 2 and working.

Setting up MTG Eastbourne (again) & Etiquette at the table