Hello all.
The Pre Release for Fate Reforged is coming up in a few days. I'm currently working on my set review for constructed but I thought it a good exercise to focus on sealed a little before the weekend. Very often, participants will be building a deck from a sealed pool for the first time since they last Pre-Released. There are many reasons for this (cost, logistical, time...) but it does result in a greater instance of mistakes. I have no empirical reasoning for this point of view apart from concluding that mistakes in card evaluation, deck building and play should be more likely in a format that is practised considerably less than Draft or Standard.
I firmly believe that sealed Magic is a way of playing the game that greatly helps in both draft and constructed format. You're forced to game with cards of far more wildly varying power level than you would in constructed meaning that it can greatly help in areas of constructed where lines of play based on analysis of very unfamiliar strategies is required.
You also need skills to fine-tuned a deck build from a very limited pool, even more-so than in draft. In draft, you've got the leeway of having a far higher density of cards in a chosen colour resulting in your pool being a lot more forgiving when building from it.
Khans block, as with most multi-colour blocks, throws an extra level of complexity into sealed deck building, specifically the mana considerations / colour fixing. I regularly hear and see players are limited events comment on their mana not being correct or them just not knowing how to approach a reasonable mana base for a deck.
I also often see other
fundamental errors in approaching a sealed deck competition: inefficient method for examining a pool, inaccurate (and sometimes just plain wrong) card evaluation often based on hyperbolic and absolute often shallow card interpretation of a card, misunderstanding of the format's turn sequences, focusing on niche strategies instead of the basic creature combat, not having enough creatures, choosing to play / draw when one is very inappropriate for a format and so on and so forth. Tackling all of these at once is a large task. I'll touch on a few throughout this exercise and some of my comments will detail methods that can help avoiding these kind of errors.
What I'll do here is show my own approach to a sealed pool from opening to having a deck ready for play in round 1 and each step in between. I'd hope everyone reading can take something from it and perhaps they'll get a better experience at the Fate reforged Pre Release. As always comments are welcome and encouraged.
I'm going into details for each colour so fair warning, this is a longer than normal.
Enjoy and thanks for reading,
AJ
--------------------------------------------------------------------------------------------------------------------------
The following is the content of a sealed pool generated on a good online site. It contains cards from 2 Khans of Tarkir packs and 4 Fate Reforged packs to mimic the Pre-Release sealed pools as best as possible. The names of the cards will be clearly visible in the images below but not always the text so I'd suggested opening up a site like
this one in case you're not familiar with all of the cards.
After opening (generating) the pool, I separated cards based on the 5 colours, the multi-coloured cards and the artefacts/lands. In each pile, I made 2 rows with creatures on top and non-creatures on the bottom arranged in increasing mana cost. Included in the creature row for each colour will typically include non-creature spells that generate creatures, token generator spells (Hordeling Outburst) or as will be common in Fate Reforged limited, cards with the Manifest effect.
I have always found this method allowing a particular colour and it's types of cards to be very clearly displayed. More importantly, as limited games are near exclusively determined by creature combat this method allows the optimum creature colours to be identified very quickly as well as those which do not offer enough creature depth. Accurate card evaluation is necessary here and I will give detail on some cards but not all. I've highlighted my method of cost vs' return card evaluation in previous posts here.
Ultimately though, you need to determine yourself if a card is "good enough for you". This card quality level is almost always relative to previous cards placing each one somewhere on the spectrum from "best card ever printed" to "worse card ever printed". Is the effect you get in relation to a cost you pay, the mana and the card from your hand and the space it occupies in your deck, worth the return for you? It's a question you need to answer yourself for each card.
Here is how each colour would look, starting with white.
I would almost immediately discount white as a potential colour here. This may appear like a snap-decisions which I cannot be certain about as I've not even looked at other colours yet. The thing is, white offers a total of 4 creatures, one of which is marginal at best. A 1/1 flier for a single mana is a reasonable deal for return vs' cost but the situations where a 1/1 will matter are very narrow and almost non-existent beyond turn 1.Sandblast is a potentially good removal spell, especially with the time-based development advantage (some call this tempo) it can offer if used to destroy a creature your opponent just morphed. I am not interested in Honor's Reward at all. I would never play a 2W "gain 4" card (or even if it was "gain 8"!). While bolster will certainly have applications, I see it as a creature pump / combat trick that that can only target your smallest creature. Often that is the one you want to target anyway but does make the new keyword very limiting in it's application. It can also end up only making a creature that was sub-par become acceptable at the cost of an entire card. I am not ignoring the obvious beneficial applications of bolster cards with Outlast creatures so I'll keep an eye out for any.
Blue is usually next:
You might notice here that I did not adhere to strict mana costing in the columns. Treasure Cruise is costed at 7U but experience has told me that it is likely a 5 or less mana card. It is vitally important to not get too far behind on board development in early turns in a limited game or the game will get out of reach for you very quickly. As such, there is rarely a luxury of being able to cast a non-board-developing card before turn 5 or 6. It almost forces you to play well the way it is costed. In any case, I'd expect if I am casting it it is something like as a 5 drop. Will of the Naga is similar but has the benefit of being more aggressive. I will treat many delve cards like this with respect to mana cost.
Sadly, 3 of the blue spells are countermagic. Generally countermagic is poor at best in limited for reasons linked to board development as above. It can act as general removal for anything but it is time dependant. Topdeck a Rakasha's Disdain the turn after your opponent casts an Abzan Guide, and it doesn't do anyhting against the 4/4. Draw a Throttle though...this mean you prefer to draw your countermagic early to ensure you have it ready when your opponent does make a significant play. The dichotomy though is that this strategy to make counterspells effective means you cannot develop your own board state at the desired pace. Certainly the Windscout and Lotus Path Djinn are very efficiently costed aggressive creatures but the rest of the spells do not offer enough depth. It's simply a numerical issue of creature density. As of now, I'd say blue is also unlikely. Next, black:
Now we're getting somewhere. White and blue did not contain a card that was powerful enough (toward the top-end of our evaluation scale) that would make you want to play that colour just ot have access to that card. Black does. Archfiend of Depravity is a significantly sized body for it's cost, a 5/4 vanilla for 3BB is more than expected from black. Flying and the ability to destroy several of your opponent's creatures on top of that? I believe this to be one of the top cards in the set for limited. Another black card from FRF I am excited about is a lowly 1B 1/1 Sultai Emissary. I believe it will be more of a constructed card but the effect of a 1/1
AND a 2/2 (at minimum) for 1B and a card is, like the demon, offering more in return than expected for the cost. Having an early play is important, especially in a world of morphs. The initial body not hugely significant but not wholly irrelevant either, it trades with Mardu Skullhunter, Mardu Hateblade, Bloodfire Expert, incidental tokens - all cards which commonly appear in Khans limited - while leaving behind a free Manifest creature.
I'm also a fan of the Gurmag Angler. It is a body of size and cost you would expect to find in green.The specific size is very relevant when compared to larger creatures in Khans. It matches very well vs' card like Sultai Flayer, Glacial Stalker, Hooting Mandrils etc. Overall, I'm looking at 8 black cards which would be acceptable to play in a deck with that as a primary or secondary colour. Mardu Shadowspear and Sibsig host are not up to scratch on my cost vs' return evaluation on the creature front and neither are Dutiful Return, Bitter Revelation or Grave Strength but the former 2 could have applications if the deck we build ends up in a particular direction, specifically if the delve enabling is required or if a far longer gameplan is expected for the deck. I would prefer not to play these kind of cards in my main deck however.
Red next.
Even without examining the nature of the red cards, I would say I am likely to include it in my deck as a primary or secondary colour, simply as it has the most creatures of any colour so far. I don't want to have fewer than 15 creatures at an
absolute minimum simply as limited games revolve around creatures and combat. Unlike black, I see no creature that offers a very significant return for it's cost. Red also has a few "pseudo creatures" in a pair of Lightning Shriekers. I think I would begin by trying one to experiment. It only has a singularly aggressive role in your deck and has been accurately likened to Lava Axe. These kind of non-board-impacting cards fail on several fronts. They don't help defend, they opponent can take a hit on the chin and have you down a card, and they take a considerable amount of mana often being the only possible play in a turn. The cost - return ratio is high, 5 evasive hasty damage for 5. This is appealing. Having access to it in some future turns is also appealing as there are only so many times an opponent can take such a hit before they have to start block / using removal.
The other red creatures are not exciting but certainly make up for that in quantity. There'll all only giving you about the expected return for the cost, 4/4's for 4R, 3/2 for 3R and so on. Getting expected return for cost is for me a minimum criteria for playability.
The red non-creatures also offer 3 removal spells, although I don't rate Collateral Damage as playable. Losing a creature is a significant effect on your board position and even if the argument of "well I can get rid of a creature I don't care about" you are still down on the trade as 3 damage will not kill the creatures in an opponent's deck that matter, the Dragons, Big green monsters and blue fliers of the format. The small creature you sacrifice will be on a comparative power-level to any you can destroy. They lose a guy, you lose a guy and a card. This is not a good trade. It can be argued that it is a good response to your opponent's removal spell but again, you'll be typically killing a mediocre creature with it. Those situations where it becomes a powerful spell - such as using it to sacrifice a very good creature your opponent is using a removal spell for AND Collateral Damage does enough damage to kill a significant creature. Generally, a creature which is significant at 3 toughness or less means an oppressive activated ability. These cases are exceptions, corner cases and not reasons to play such a card.
A comment on Temur battle Rage. I believe it to be worse in this format that in others. Even in full Khans it would be a level in power better than in the 2-set limited format. In battle of 2/2 vs' 2/2 a double strike effect is straight up removal, but there will be far fewer of these. The primary reason is the reduction in instances of morph-on-morph combat. Manifest exists, sure but 40% of the cards which produce manifest creatures have an effect which makes the creature more than a base 2/2. I still think it an acceptable combat trick if there is space in my deck. The other red spells either are unplayable main deck and often always (Shatter...) or solid removal.
Green has the following:
We see a similar characteristic amongst the creatures here as we did with red; some reasonable ones and a good bit of filler. Smoke Teller, Abzan Guide...solid but uninspiring. I rate the Archers as unplayable main deck. It's a very scenario specific removal spell at best and often just won't block as you'll want to trade for at least a 4 or 5 mana creature. It certainly has the power to take such cards down but all the while a Morph or Manifest can trundle through past it.
We've got 1 dinosaur in the Colossodon which is attractive and of course the Warden can get out of hand if games go long enough. Being big enough to tackle Morphs or Manifests as early as turn 3 is important but the card is even more appealing due to it's ability to be impacting on the board on much later turns.There are 3 "fight" cards which is the highest volume of removal yet but we would need to pair green with a colour deep in larger creatures for them to shine.
Finally, the remaining cards:
Dramoka is a draw to try have access to white mana in the build we end up with. A 5/5 flier on turn 5 will likely be the largest and most dominant creature on the battlefield. Harsh sustenance is another draw to white meaning that colour needs reexamination; I expect this to act as a 2-damage, gain 2 for 3 mana
at worst. As with other cards noted here, it almost makes you play well. Develop your board, cast creatures, and the card gets better!
We've also got a few cards to help fix mana. The type and number of each do apply some constraints for choice of colour combinations.
Specifically, we are guided to the following:
I'm neglecting the non-wedge combinations as Khans was not developed with those as a theme. Given the sparsity in depth of blue spells coupled with the mana limitations I would disregard blue.
Green, black and red offer the most depth but there are significant reasons to have access to white.
My first instinct is to try Abzan. Black and green offer the greatest combination of depth and quality. The only tri-colour combination we have access to mana fixing for is Abzan.
Here is my first take on the Abzan coloured playables.
This amounts to 19 potentially playable creatures with a reasonable curve (weighted toward the lower end) and 10 non-creatures, amongst those 7 potential removal spells. This core of removal and creatures is precisely what I aim for in a sealed deck build. Adding spells that don't fit into these categories tend to remove focus from the basic limited-format concept of managing creatures and combat being the primary route to victory. Any cards that do not develop your own board position or peg back your opponent's must be able to warrant their presence in your 40 cards as there simply isn't an enormous amount of space. Cards like Ghostfire blade do this job well as it does add power and toughness to your board in all but narrow cases where you are not winning (when you have no creatures to equip it to). At any other stage, it is a significant presence often giving you the biggest creature on the battlefield.
With the lower number of Morph creatures and a reasonable curve, I don't believe 18 lands is needed here. A classic 23-17 split is where I'd aim for to begin with,. I know we've got 2 lands, both producing white mana to help, as well as our green 2-drops to fix mana draws where needed. My very simple approach in getting to this 23-17 split is simply to remove the 6 "worst" cards in my deck, while ensuring keeping a high creature count and maintaining a curve. I identified the following as the weakest cards:
- Bitter Revelation
- Dragon-Bell Monk
- Abzan Runemark
- Harsh Sustenance
- Gurmag Angler
- Chief of the Scale
Certainly some of the cards I have picked are better than some remaining; Chief of the Scale vs' Smoketeller for example, but the choices were based on mana colour considerations. Some of the fixing comes from a 2-mana 1/1 so the cheaper white cards become worse, more specifically, less reliably cast in those early turns where they would matter most. Something like Herald can have a significant impact later in the game which is why it still remains.
Adding our 2 multilands, 3 plains (we now only have 5 cards that require white mana, 3 of which are perfectly acceptable when cast quite late into a game) and 6 each of Swamps and Forests I think we are reasonably set up. The deck is nothing to get overly excited about but I would expect something that could easily be navigated to an X-1 or better record. There are several considerations for good sideboard cards too but most of them rely on games getting into later turns.
So to summarise the process I used knowing I want a 40-card deck with 15 creatures minimum
- Separate cards by colour and then by type and cost
- Examine each colour for number of playables, creature count and mana curve, noting ones which offer the best combination of the above
- Check mana fixing that is available
- Match deepest colours with mana fixing within the pool to get a first take on a playable colour combination
- Arrange all main-deck playables within these colours, and remove cards until you are at your spell limit, keeping in mind creature count, mana curve and colour considerations
- Add basic land to arrive at a ratio that is acceptable to you. As a baseline, a primary or secondary colour requires no fewer than 7 sources, a 3rd if a splash, can be accommodated by fewer but with at least as many as the number of cards in this colour. i.e. Adding 3 red cards would require at least 3 red sources.
Best of luck at the Pre Releases!