ChannelFireball - Magic: The Gathering Strategy, Singles, Cards, Decks. Don’t worry much about tribal synergies and instead prioritize making multiple creatures through single cards, and hold your opponent at bay with your powerful first picks. Some cards that have consistently overperformed in testing are Laboratory Brute, Gavony Unhallowed, Markov Crusader, Brazen Wolves, Vildin-Pack Outcast, Backwoods Survivalists, Somberwald Stag, and Wretched Gryff. The best decks now are UG emerge and UR spells. I had removal to stop a flyer or answer a bomb while riding those to victory. This drastically altered the format. Weaver of Lightning has the key 4th toughness to defend against the many 3/2 Eldrazi Horror Tokens and can ensure that you won’t get killed by small pesky flying creatures while also slowly killing off those annoyances. Eldritch Moon/Shadows Drafting Help. This is another deck that revolves around enablers and payoffs. All in all I’m excited for WR beatdown decks and I think they will simply build upon their success from triple-SOI. Meld and escalate don’t affect the format much. This is a deck that wants to punish utility creatures, and the format being slow in general, by attacking in the air. It was because it was easy to clutter up the board with guys so if they couldn’t deal with the Hope, they would lose to it. I also had Abundant Maw, Midnight Scavengers, and Hanweir Militia Captain so the deck had plenty of ways to win. Some examples are more clear than others. White has a good number of efficient beatdown creatures, and red works nicely to complement that plan with good tricks, alongside a few good threats of its own. It looked like a lot of reasonably-costed creatures that did nothing and were unlikely to win the game. Your main goal is to have a good mix of enablers and big emerge creatures. In SOI, I’d say the easiest types to get into your graveyard for GB decks were creature, land, and enchantment. This allows for some good starts, but doesn’t result in anything amazing. If you can manage to draft 3 Take Inventory or more, then that will be quite an effective plan, and there’s even the upside that many other decks don’t want it. If you have all cheap spells, you have plenty to do. Eldritch Moon: Playing To Your Weaknesses – Black July 13, 2016. Emerge and madness do. Of course, emerge also works with this creature. It looked like it would focus on a small creature plan that flooded the board, got value off delirium, and then would be able to close games with Behind the Scenes. I think it’s usually better to take the hit from a smaller creature and save your removal, even if it means casting nothing for the turn. I won almost every game with Hope Against Hope. This is certainly a weakness of the deck, but the reward is absolutely explosive turns that let UR come back from way behind. Campaign of Vengeance points to the color pair as a go-wide strategy though, so that’s all I can truly advocate as an actual strategy and focus for your drafts. Now that there are more instants as enablers, perhaps it will be easier to get a good mix of spell types to turn on delirium with, despite the Grapple downgrade from the Vessel. That’s on the low end for what a draft deck usually wants in terms of creatures, but nowhere near as low as a lot of the spells decks I drafted in triple-Shadows over Innistrad. Like pre-EMN, you’ll want to make sure that you have enough spells that your payoff creatures are fully powered up, but because you aren’t simply digging to Rise from the Tides, you’ll need to make a few adjustments. That is rarely the case in modern Limited formats. There are two flavors of these. Most color combinations have the ability to be aggressive or controlling since there are low-to-the-ground creatures all the way up to big expensive bombs in each color, plus accessible removal at different points in the … Certain Death and Boon of Emrakul aren’t efficient but are both quite good. I'll post the visual depiction of the draft at the bottom of the page for reference. Other cards I usually look to include in the deck are Drag Under, Prey Upon, and Grapple with the Past. It’s really the perfect type of card for escalate because you can just use it whenever a prime opportunity presents itself, which should be relatively easy to find since combat happens on most turns. Hopefully you have all been busy drafting Eldritch Moon Ad Nauseam since the sets release. Terrarion does fill a nice role as an artifact that you can play that fuels delirium easily and also replaces itself. On the other hand, your removal is overpriced. This is a huge upgrade over Hound of the Farbogs since that simply costs too much mana and always traded down without delirium. These archetypes can support 2 players per 8-man draft without trainwrecking those players. Eldritch Moon draft is passing the quality test—the more I draft it, the more I want to jump in another queue! Because these cards are awfully specific build-arounds, it’s easy to tell when the … Maybe part of why I like Eldritch Moon so much is because the games are slower, which reminds me of my youth. As I mentioned last draft article, the format has shifted away from synergy and towards raw individual card quality. I’ve already said that aggression doesn’t work, so let’s take a look at what does work, and how to draft them. Before Eldritch Moon, I considered Survive the Night to be unplayable and Strength of Arms to be very good. But in competitive Magic, where your priority is to maximize win percentage and not fun, then I would like to pass that blame to R&D. You can also think about which archetypes from triple-SOI will change completely with EMN, and which ones will be similar but updated with new cards. Even in Shadows over Innistrad draft, I didn’t like the removal. They do an amazing job designing the most complex game in the world, but it’s the cards they print that make it optimal to draft aggressive decks and 2 colors. Tricks that provide positive tempo but don’t always do what you need them to do like. I’m constantly intrigued by the depth of card interactions and the broad archetypes. The deck almost single-handedly revolved around Rise from the Tides in its previous iteration but now its power is much more spread out among a variety of creatures. Some cards are good in multiple decks like Alchemist’s Greeting in UR spells and BR madness, so I might list it twice. You want big emerge creatures, and little creatures that are convenient to sacrifice to them. That doesn’t mean you don’t want a card that’s just generically good in the format like Galvanic Bombardment. Posted by. So you really don’t want to play small, non-evasive creatures in this format if their primary job is to attack. Crop Sigil looks like it will be another key way to slowly build delirium, and is a nice early play that still has relevance in the late game. Most of the time you are madnessing a card you are just playing it a little cheaper. Now since these decks should be … Once you have delirium, you get access to a couple of solid creatures. Some of the most powerful (and fun) lists I’ve had in Eldritch Moon were Red/Blue. Being able to pay an extra mana or two every time you cast a spell and drain the opponent is an extremely powerful Limited ability. Now since these decks should be represented in every single 8-man draft, they greatly effect the format. These archetypes can support 2 players per 8-man draft without trainwrecking those players. While blue has some great spells-matter cards in Shadows over Innistrad, the archetype is red-based due to Thermo-Alchemist and Shreds of Sanity in Eldritch Moon. This gives me hope that GB decks will be much better now since the delirium payoffs were quite good before, but not truly worth the time. Pump spells are great when clearing the one tough blocker means attacking turn after turn and winning through constant aggression. I avoid it completely now. During the original article on the Black White deck I ended unsure if I liked the deck or not.