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Magic The Classroom : A Road Less Traveled

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Trick and ManaNation.com are excited to announce that we

will be having Dan Eckstein writing for us weekly, bringing you all

new 'Magic the Classrooms' every Wednesday.

Welcome back to Magic the Classroom. Summer's over and students are returning to my classroom for some great after school action. For those who haven’t read my earlier articles I am a math teacher at a small high school in the Midwest. Using my shoebox of cards and the power of proxies, I have built a group of Magic players who come into my room after school to play Magic the Gathering.

Currently the big buzz is M10 draft. I started playing Magic with my students back in Onslaught Block and I have never seen such fervor for drafting in all the time I've played with them. We’ve held 4 drafts with a total of 6 pods this week alone. I have personally made top 4 each time and won two of those doing one simple little strategy. It’s so simple and stoppable you will laugh when you hear it. Still, it works and even works when I am away from my students. It has worked well for me at an FNM near my in-laws as well as in the classroom.

I will tell you what it is in a second but first a little review of poetry. The basis that I work from in draft comes from the Poem “Road less Traveled” by Robert Frost. The basic idea is that this man has two choices of paths to his destination one is well traveled and the other seems to be rarely used. In the poem he chooses the path that has less wear and tear and believes his life to be richer from it.

In draft you often want to be the one in your pod who chooses the road least traveled. If you’re drafting Green aggro with a splash color and so are two other players then the cards that you are going to want are spread out among three players' decks. Making each one weaker by attrition. However if you’re lucky enough to be the only player with a desire to turn fatties sideways then you find cards that you would take as top 5 picks falling your way at pick 10. The method I have been using is apparently seeing very little traffic.

The second thing that I get from the Poem is value of the more common path. By this I mean the value of commons. I really feel that the biggest mistake made by players in draft is their focus on their rare cards. Sure these cards are good and very often they represent bombs that can change the game but I feel the best drafter knows his commons and his opponent’s possible commons. That knowledge makes for at least 60% of the total action from all decks since so many of the cards we can choose from are those little black symbols.

So before I tell you my simple little method I want to show you what I think of the commons in M10 sorted by Color and Converted Mana Cost. If I fail to mention a common that is because I can’t see myself using it (or I possibly just goofed and missed it)

Green

  • Fog – There are times that this little trick can win games but I don’t grab it until late.
  • Giant Growth – If you’re in a creature heavy deck which is likely if you’re in green this has strong value. Seeing this card doesn’t make me put green in my deck but if I’m already there then this is a good pick.
  • Llanowar Elves – A classic that is likely to stay around until the mid picks so don’t grab it to early.
  • Deadly Recluse – This may be my favorite Green Common in M10. The deathtouch and reach makes it a good source of creature removal which is hard for green to come by. I wish it had a bigger back side but its lack of punch makes it easy to get two of even three copies in your deck sometimes.
  • Elvish Visionary – Chump blocker and deck thinner. Nothing to see here. Late pick, 9 at best.
  • Naturalize – Sideboard
  • Rampant Growth – Allows for splashing and helps some bigger Green bombs come online. Pick level depends on cards already in your deck. I find it available late very often.
  • Runeclaw Bear - The Bear used to be strong in Constructed but now he only shines in Draft. I take this guy about pick 5 or 6 if I know I’m in Green.
  • Borderland Ranger - Here we have another splash facilitator. But this time we have decent P/T stats to go with it. Early to midrange pick.
  • Centaur Courser – 3/3 for 3 mana works in any curve. Good solid common pick.
  • Oakenform – Basically the same as the Centaur since enchantment removal isn’t very often played in draft. You run the risk of being on the wrong end of a 2 for 1 but still it’s cheap. I had a student who rode a Birds of Paradise loaded with Oakenform to victory. He called his Birds the “Wooden Ducks”.
  • Entangling Vines – Green Removal. You do have to take one swing from your opponent though.
  • Giant Spider – Little brother we saw earlier is significantly better.
  • Mist Leopard – The Shroud makes this playable. The lack of Global removal in M10 makes this guy a survivor as long as he doesn’t get into a big fight.
  • Bramble Creeper – Make sure you’re the beat down or else this card is weak.

Summary - Green has some strong rares in this set but it’s common category is below normal for Green. The lack of removal is normal but the lack of muscle is almost sad. I personally wouldn’t recommend Green unless you really hit some early bombs.

Red

  • Jackal Familiar – Really needs a heavy critter count but can be used in the right scenario.
  • Kindled Fury – This is a cute little combat trick. Still it’s a late pick but it will be there if there are not many Red mages in your pod.
  • Lightning Bolt – I would grab this over some rares in this set. For a common this is a rock star.
  • Raging Goblin – Decent early but really dead in the late game. Mid to late pick.
  • Goblin Piker – Strong enough to provide pressure early. Good solid role player.
  • Sparkmage Apprentice – I would grab this one around pick 7. While 1 damage may seem small it can be a potential game changer. I found myself playing this one after combat and that extra point made their blocking choices seem like a mistake.
  • Fiery Hellhound – A 2/2 for 3 mana is okay with me in draft and the pump gives it more versatility than the Bears in green for only 1 extra mana. The more committed I am to red in my draft the higher this guy will get picked.
  • Panic Attack - Can be a deal breaker but I’m not in love with it. Middle pick at best.
  • Seismic Strike - Removal is always valuable. Removal that grows over time is even better. Top 5 type of pick.
  • Viashino Spearhunter – First Strike is a very powerful mechanic. If this was teamed with Green it gets better. I personally try to stay mono colored so I normally let it pass.
  • Canyon Minotaur – In draft this is muscle and it only cost 4cc. Very pickable though it falls behind some other red cards.
  • Lightning Elemental - I love this card in the common slot. The best part is when you are the aggressor or your exchanging hits back and forth. This guy turns the tide.
  • Beserkers of Blood Ridge – I like the cost to power for a common but the must attack clause bothers me. I don’t like my hands being tied. However if you are in a deck that can either remove or keep their critters occupied it can be a game ender.
  • Lava Axe – This is a true game ender. I have seen many a draft end when cards like these hit the table.

Summary – I really like Red common slot for draft. The problem is that Red is always usable and often splashed for its easy access to removal. This makes it the Road that sees more travel so you card choices will be thinned.

Black

  • Disentomb – A chance to replay certain critters is very strong. Especially if you’re able to draft a potential bomb like Cemetery Reaper, Hypnotic Specter, or Vampire Nocturnus.
  • Duress – Weaker in limited because of the fact that most decks get it done in the red zone so many hands will be full of creatures and lands only. Still a solid early pick.
  • Weakness – Early removal and can slow down the big beatdown you may get later. I really feel that this card is underrated.
  • Child of Night – While not a big thumper this little tramp of a Vamp may be a game swinger. Even on a trade for their 2 toughness guy she goes one for one with a life pump. Unblocked she makes a 4 point swing (-2 them, +2 you)
  • Consume Spirit – While VERY mana hungry this is a strong finisher. I’ve seen the non-block because I’ll still be at 8 after damage, Oops I lose played out to often to not respect this card.
  • Doom Blade – Top pick. Grab it quickly. Enough said.
  • Drudge Skeletons – Many ground games in limited become stalled. Some decks like that. If that’s your deck this guy helps your cause.
  • Sign in Blood – Rarely does black gain cards. Early to middle pick. I would suggest that it’s stronger in mono colored than splashed so it may slip all the way around. Once again it depends if black is the path less traveled.
  • Assassinate – Quality removal is always good. Sure you have to handle one swing from the opposing force but it plays out good.
  • Dread Warlock – No stall in the ground game for this guy.
  • Kelinore Bat – The evasion makes this guy playable but not an early pick. Good filler creature.
  • Looming Shade – While I think this guy can do some cool tricks I always hate leaving mana untapped in limited just so I can have a bigger dude IF the situation calls for it.
  • Mind Rot – Classic Black. Plays well but doesn’t win games alone. Will slip back to you are truly on the right path.
  • Vampire Aristocrat – I loved Husk when it was first printed and I love him in new form. Vampires are cooler than insects in my opinion.
  • Warpath Ghoul – Vanilla 3/2 for 3 mana is solid for black. I am actually surprised there isn’t a drawback attached.
  • Gravedigger - I told you earlier how good Disentomb is now put it on a stick and it’s better. I would only pass this card if there was a black bomb in the pack.
  • Tendrils of Corruption - Solid Instant removal and Life gain that is even stronger when your mono black. If you pass this card you better have a solid reason otherwise you wish it was in your hand at least 5 times that night.

Summary – While Black is lacking in the muscle department it has the slow win going for it. In a format that is so bomb dependent black gives you the best chance of reusing that bomb after they have worked so hard to remove it. In my experience though Black is a common choice for many a mage so it won’t be the path less travel. I will say that I think black is the best color to have in a two color deck so starting off black and then shifting gears is totally playable.

Blue

  • Ponder - Good deck digger. Very playable.
  • Tome Scour – In limited this card gets rid of 1/8th of their deck. You won’t see 8 copies though. If you’re into Blue then it will be there on pick 13 don’t worry.
  • Unsummon – While this card represents removal (kinda sorta) it doesn’t really get the job done.
  • Zephyr Sprite – The early cheap evasion makes it playable.
  • Coral Merfolk – This is Blue’s early muscle. Sad isn’t it.
  • Essence Scatter – Blue is best at counters and there are plenty in the common slot of M10. This is one of them and it does beat Baneslayer Angel with the added bonus that you are more likely to have it in hand on turn 5.
  • Ice Cage – It’s no Pacifism but it does also Kinda sorta remove a threat.
  • Merfolk Looter – Worth every penny. While draft games do go a lot of turns and burning your deck faster can be a scary thing building a custom hand far exceeds the risk.
  • Negate – Can be a life saver but also can be worthless. Depends on the opponents deck. Is great protection for any bomb you may have played and they’re trying to remove.
  • Sage Owl – Once again the deck manipulation is nice (like Ponder) and the evasion is cool (like the Sprite). Together they are better but still not great. This card doesn’t make me go blue but if I’m already there I’ll use it.
  • Cancel – Counter anything. Works for me.
  • Divination – I like Blacks better but 2 cards for 3 mana is just about right. If it was an instant it would be a very early pick as a sorcery it’s a mid rounder.
  • Horned Turtle – Helps stall the ground so you tiny fliers can win the game.
  • Illusionary Servant – The drawback isn’t as bad in draft and the flying muscle plays well in Blue.
  • Wind Drake – If I had to chose only from blue commons this would be one of my top picks. The 2/2 flier for just 3 mana is very workable.
  • Snapping Drake – This goes along with Wind Drake in pick order. Still not enough to make me go blue.

Summary – Blues flying arsenal is pretty good even for blue. If you love evasion Blue is for you. The biggest problem with Blue is the bombs it has available just aren’t as strong as the other colors. I would not suggest trying to go mono blue. Though it probably is a very untraveled road.

White

  • Lifelink and Holy Strength - really aren’t worth the two for one risk.
  • Soul Warden –The itsy bitsy points this card creates for us are often a deciding factor by games end.
  • Blinding Mage – Basically this is removal until they find their removal. Very early pick. I know he’s a little boring but I’m willing to be boring for the win.
  • Pacifism – one of the best common removals in M10.
  • Silvercoat Lion – For some reason I like the Lion better than the Bear. I wonder why? Could it be because the supporting cast is so much better?
  • Stormfront Pegasus – White’s 2/1 for 2 mana can fly. Nice bonus.
  • Veteran Armorsmith – All by himself I would say pretty good. The 3 toughness for 2 mana plays very well. The added fact of how many soldiers there are in M10 this guy is even better.
  • Excommunicate – This is another Sorta Kinda removal good late pick though and it’s a good indicator if anyone else is playing white.
  • Griffin Sentinel – I would pass the guy if he didn’t have Vigilance. With that bonus he become very pickable.
  • Palace Guard – Late pick but it does go well with a soldier theme.
  • Safe Passage – Strong pick for white as well. I lost a game to this card and my poor play. I had made a great 2 for 1 on his turn and thought that I had lethal if I blitzed him since he couldn’t block everyone. He Safe Passaged and hit me for lethal with all my tapped dudes…
  • Veteran Swordsmith – Same deal as the Armorsmith. 3 mana for 3/2 is very playable. Mix some extra soldiers in and we have ourselves a game winner. Early pick.
  • Angels Mercy – Basically give you an extra turn. I find Whites speed doesn’t need the extra turn and spending for is basically wasting a turn.
  • Divine Verdict - Great trick. Especially win you opponent is in Beatdown mode.
  • Razorfoot Griffin – The first strike makes this draftable but I would still wait till the middle to late picks when you compare to the other white choices.
  • Siege Mastodon – Late pick. It’s slow for white.

Summary – I love the White commons. I am so happy white has some footing. It seems like forever since white was draftable. Because of this delay in gratification white is also very often overlooked so it’s path is very “wanting of wear.”

That’s my secret. I’ve drafted white and often ended up with a Mono colored deck that curved out well and maxed at 4 or 5cc so I was able to go land light. It’s pretty simple huh? How do you stop it? Draft White also. So far nobody has.

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