I probably should have written this a while ago as MMM drafting is short for this world on MODO. I don't think I've ever been more successful with a format than MMM. Just with 4-3-2-2s I've gone well past just infinite with the format. What is my secret?
Draft UW Merfolk. I don't care what spells you see, just force merfolk. The deck is insane, I rarely miss the finals. Most losses with the deck are due to nut draws from the opponent or mana issues. For example finals of the craft I'm currently in, g1 he plays turn two Bitterblossom and I can't hit five mana for Swell of Courage. Game two we get the sick four spell eight land draw with no removal or card advantage.
If you don't get screwed over the deck is hard to loose with. It has the best commons and uncommons in the format and you'll be able to pick up lots.
I'll go card by card with what you want for the deck. I'm not going to cover on color cards that I don't think are worth playing.
Commons:
#1 Stonybrook Schoolmaster - This is the card that makes the deck tick. You'll usually pick up three or four of him but I've seen as many as seven and as few as one.
#2 Weight of Conscience - This is great removal for the deck. First off you're the control deck so you don't need to RFG the card right away. The other advantage is lets you tap Schoolmasters. You fight for these with Kithkin decks so don't expect to see many.
#3 Mothdust Changeling - The format was two playable one drops, he is one of them. Mothdust turns on your Schoolmasters and helps pump your tribal effects.
#4 Stonybrook Banneret - You want to get lots of these, its the deck's best two drop. Most decks have two to four of these but you should aim for as many as you can.
#5 Distant Melody - This is a slightly unusual card as its great in the deck and you should pick it accordingly. However you don't want to play a number other than two of them. Aim to get two of them in your three packs, more than that is usually a waste.
#6 Coordinated Barrage - This is fine removal, usually not hard to pick up a couple.
#7 Burrenton Bombardier - Bombardier is a card Kithkin players pick highly. This means you often won't have any which is fine. They will often sit on your sideboard when you have them as the deck will almost never want to cast them as a spell.
#8 Disperse - This spell is a good all-around utility spell. It can slow down fast starts from aggressive decks, save your creatures, and can mess with auras or reinforce cards.
#9 Stream of Unconscious - A spell you can pick up 15th it is quite playable. It can let you attack with a Schoolmaster, screw up combat, or slow down your opponent.
#10 Negate - I generally only play this maindeck if I'm short on spells. You will want one or two in the sideboard for non creature bombs or removal. Countering a Violet Pall with this is well worth two mana.
The rest of the UW commons are not cards you'd want to play. A few are mildly useful out of the sideboard but very rarely.
I'll update this post tomorrow with uncommons pick order and some example decklists. For now its time to finish Kung Fu Hustle then get to bed so I can wake up for 7am PE tomorrow.
6.04.2008
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