Thursday, August 29, 2013

The Time Ebb archetype (a.k.a No cake for you! :D)



Time Ebb. Known in some circles as the blue Swords to Plowshares, it forms one of the most powerful tenets in M14 draft. Now, this card is perhaps one of the most sought-after commons in the format, and is potentially a blowout against some decks, and is quite the topdeck in clogged boardstates.

 This archetype is one of the many goodstuff decks and blue can be paired successfully with any color, and monoblue is also known to be particularly powerful. It's most viable color pairs are Red or Green, the latter being slightly better given the right cards.

 The cards you want to see in this deck type are tempo cards, such as Disperse, and Claustrophobia, and the main intent of this deck is to swing the boardstate in your favor with such tempo plays and fliers, such as Nephalia Seakite, Trained Condor and Air Servant, the latter being on of the strongest creatures in the format, dominating combat in the sky. Water Servant is also a card you want to see in this deck, as it powers through on the ground. An interesting two-card interaction that's possible in this deck is Trained Condor with Scroll Thief, giving evasion to the Thief and drawing you cards with ease, while making a tempo swing of 3 life. Counterspells such as Cancel, and Essence Scatter are welcome in this deck type since they generate immense tempo and are generally Blue's best 1-for-1 against the larger Red or Green creatures. Draw power is also immensely valued in this deck type, and Divination and Opportunity are cards that make the deck resilient. Sensory Deprivation is also a decent late-pick card and is good filler for your deck.

 Pairing Blue with Red means that you want to pick up strong red burn spells such as ShockFlames of the Firebrand, and Chandra's Outrage. Now these cards are played in almost any Red deck but a high number of these marks a special caveat for this deck. It means that you can run up to two copies of Archaeomancer, recycling good tempo cards and providing a good chump block if need be. The reason you don't want more than two of Archaeomancer is that the card isn't really good at combat, and more than two results in a dead card in your hand with no targets. Other Red goodstuff like Pitchburn Devils or Marauding Maulhorn are always nice to see. In U/R, with a high instant and sorcery count, Young Pyromancer is quite game-changing, as instant speed 1/1 Elemental tokens can't be sneezed at.

 Pairing Blue with Green is a far safer bet, since Green beats is quite strong in this format. The cards you want to look for are high power/high toughness Green creatures, such as Rumbling Baloth, and Advocate of the Beast is it's clear counterpart. Enlarge is probably one of the cards that can win you the game, while taking out your opponent's creatures. Elvish Mystic is probably a card you want to pick up mid-packs since a turn 2 Advocate or a turn 3 Baloth are great plays, and hastens the game. Mystic makes you parallel your opponent's deck even on the draw, a great advantage. And it's always a plus when your Mox Emerald can attack!

Drafting the deck

 Drafting this deck is a lot more straightforward than drafting the Blood Bairn archetype. Your first few picks can include Water and Air Servants, as they are of the highest card quality. These two cards are generally of higher quality than the rare you see. Further on, about pick 5~6 onward, evaluating card quality becomes even more important. Opportunity and Divination are fine picks, but it's usually better to get your creature base settled first over the tempo plays and card draw spells. Remember, it's the creatures that win you the game, not draw. As stated earlier, evaluating card quality is of highest importance, for example, in the middle of pack 1, Opportunity or Divination is stronger than Seacoast Drake. A good creature base of 16~17 is generally recommended here, but even as low as 15 can still win you the game, depending on your non-creature spells. Also, discount Archaeomancer in your creature count when you're making your picks, and think of it as more of a chump block and a regrowth effect.

Playing the deck

 On the draw, it's usually a good idea to leave mana up for your counterspells, especially if you're in U/R. Running out your threats is a good idea, but moving into the control route is easier for U/R. In U/G however, it's a good idea to run out your Baloths and your Advocates and other generally big creatures, and save the tempo for the later game. In M14, there are a large amount of enchantment spells that buff creatures. Be sure to use your Disperses and Time Ebbs on enchanted creatures, and creatures with +1/+1 counters on them for value. Here Disperse shines, since it's at instant speed. Disperse is also a great response to Hunt the Weak, which fizzles the spell itself, along with the potentially devastating fight clause, and leaving you with the stronger board state.

Opening hands and mulliganing

 On the subject of opening hands, a good hand consists of about 3 land and 4 other cards, and at least a couple of nonlands that are castable or close to castable. However, it is possible to keep 2 land hands, given a Divination or a cheap flier or two. Opening hands in this archetype are quite simple to evaluate. Even land-heavy hands (e.g 5 land hands) can be kept, since your draw spells can easily fix your hand. 5 land hands are especially keepable in U/G since your creatures usually are high CMC.

 Well, that's about all I can think of about this archetype at the moment. Blue is a very broad, and strong color, and can be paired with almost any other color in the color pie, and can be played on it's own, as well. Feel free to drop comments on any facets I might have missed and as always, have fun drafting!


Cheers,
Brick

  

2 comments:

  1. I've always loved Tempo on almost every format. For me, this archetype is more simple and stable than the previous one.

    Blue/Red seems to be more appealing to me.
    Maybe Blue/White and probably adding in some flyers can also be playable.

    Hope to see some guides on drafting Red next time.

    Wow, this guide is very comprehensive.
    Keep it up! ^^
    -[ O _ O ]

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  2. you forgot about blue/black. the tempo idea is there as well and you can combo your sensorys and claus with blightcaster. Black cockatrice also helps since it handles any flyer they throw out basically. another card that you forgot to mention in this deck for slowing them down is Frost breath. this card singlehandly can win games just by keeping blockers tapped.
    Personally i love the u/r combo here cause you make hypeomancer(young pyro) into a creature machine pumping out chump blockers and or attackers if need be. I have often taken pieces of the sac deck here like barrage and cauldron and made games much longer and harder for my opponents. Act of treason also works here as it removes a guy from their side and you get to swing with it. Let me point out that you can claus a guy then later take it with act, swing with it and return it to your opponent and it will resume its state of being dumb on board.

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