This spell is the ONLY green removal spell in M14 draft, and is the best reference card for R/G beats, a deck with the most raw creature strength in the format. It's also the easiest deck to play, and I would recommend it for beginners to drafting quite strongly. The deck can be drafted with just commons and a couple of uncommons, and win against other deck types quite simply.
In this deck type you want to see high power, high toughness creatures such as Rumbling Baloth, Marauding Maulhorn, Kalonian Tusker and so on, and you want to see copies of Chandra's Outrage and Hunt the Weak. Shock is also a decent card to finish off a creature post-combat. Advocate of the Beast reigns supreme in this deck type since it supports all the common and uncommon beasts in the format. Another card that's nearly a requirement for this deck is Elvish Mystic, since a turn 3 Marauding Maulhorn or a turn 2 Advocate can be quite backbreaking. Academy Raider is also quite nice to see as it cycles out your dead cards for (hopefully better ones) while swinging in for damage. Predatory and Battle Slivers are also good middle-pack picks for further damage.
Drafting the deck
This is one of the easiest decks to understand in M14 draft, and drafting it is even easier. Your early picks should include Kalonian Tusker, Shiv's Embrace and Chandra's Outrages, and Kalonian Tusker is good enough to be your P1P1. Post your first three picks, you can start picking Advocate of the Beast, Marauding Maulhorn and Rumbling Baloths. Trollhide is also a great pick, and Deadly Recluse, known as the 'green Doom Blade' is another high-powered card to pick. Deadly Recluse and Trollhide are a devastating team
as well as Hunt the Weak and Deadly Recluse. Late picks include Plummet and Windstorm to take care of troublesome fliers, and Naturalize and Smelt for your sideboard. Shock and Outrage should be highly picked as well, but creatures more highly valued than burn, even Elvish Mystic. A reliable number of creatures in this deck type is the slightly-higher 18, and even 19 is acceptable. The reason 18 or 19 is a good creature count is because Elvish Mystic isn't really good for much other than bringing you to par/making you faster than your opponent. Ideally you will be in higher green than red, but a 50/50 split is acceptable.
Playing the deck
Playing the deck is relatively easy as well, and a useful trick is to hold out on casting Advocate until you have at least one beast on the field, just for safety against targeted removal. Ideally you should always have bigger and better creatures than your opponent, and that's how you draft, sniping up big green/red baddies as outlined earlier. It's also a good idea to keep mana open for Trollhide, and hold back on Hunt the Weak as well until you see one of their bombs.
Opening hands and mulligans
An ideal hand consists of at least 3 playable cards and 4 land, and up to two land hands are keepable, if you have an Elvish Mystic in hand. However, make sure NEVER to keep a one land hand just because you have Elvish Mystic against a red or black deck. This isn't advisable at all, since they are chock-full of removal, and you aren't guaranteed to hit your bigger creatures. Generally, anything less than two lands is a mulligan, as a rule of thumb.
This deck is one of the most fun decks to play, and turning things sideways is always an enjoyable experience. With this deck, you should be able to outclass your opponents' creatures almost all the time, and hopefully you end up winning. As always, take care and have fun drafting!
Cheers,
Brick
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