Halfway Between the Zendikar Prerelease and Launch Party
Well, we’re at the halfway point between the Zendikar prerelease and the Launch Party. Halfway between Rampaging Baloths and Valakut, the Molten Pinnacle. Halfway between a standard format defined by Faeries and 5 colour control and a standard format defined by vampires, soldiers, and Naya Zoo (Or so though Ben Lundquist in our most recent workshop).
So with this halfway point in mind, I though I’d split my article for today in half. I want to talk a little bit about the prerelease and Zendikar sealed, and then a bit about the upcoming launch party and the Zendikar draft format. In homage to Evan Erwin, Let’s Go!
Sealed at the Zendikar prerelease was, if I may quote a friend who was next to me as we built our decks, “like Christmas.” The smell of brand new cards (or not in the case of a signed Scrubland that was opened) and the sound of cracking packs was a great start to the day.
The shop I play at, Wizards Comics & Collectibles in Edmonton normally has a limit of 16 players for tournaments, because that’s really all they have space for. When I got to the shop with 20 minutes to spare, I entered and found out that I was the 30th person to enter. I still don’t know how we managed to fit everyone in there, and we were informed that we were playing 5 rounds, when usually we only have 3 or 4. The only problem was where would 1/3 of the people play? All the tables had been set up and the chairs were all filled, so there were 8 people without seats.
Luckily, John, the store owner came to the rescue. He called on myself and 4 other players that he knew and trusted (I’ve been going to Wizards for Magic for 2.5 years now), and asked that we set all our stuff up behind the counter. Not only was I going to play more rounds than I expected, but I was going to do it standing up. Ah well, you win some, you lose some.
Obviously I was hoping to crack a priceless treasure, but I was still happy to see an Arid Mesa among my rares, as well as bombs Gigantiform and Beastmaster Ascension. Yeah, I thought I could do something with this.
Unfortunately for me, no two of my colours were deep enough to warrant a nice, streamlined 2 colour deck. While I had the aforementioned green bombs, only 3 of my other green cards were playable, so it took me a while before I decided on my colour combinations. I probably could have gone with 2 colours, but I would have had to play a number of sub-par cards in order to round out my 23. Thus, I remembered what Alara Block taught me about playing 3 colours and set to work playing the best of green, red and black. Luckily I also had a number of equipment that didn’t care about my mana base, including one my new favourite cards for limited, and the younger brother of Vulshok Morningstar: Trusty Machete.
Here’s the list I ended up playing.
Now, the first thing I realized was that I had to play a super-aggressive deck. I got this idea from the double Zetkar Shrine Expedition and double Ruinous Minotaur. I believed that I had enough removal to ensure that my opponent’s board would be more or less empty, allowing my 7/1s and 5/2s to attack relatively unhindered. Now one thing I understand is that these cards should not by any means be played in any deck that can support you. Without a large source of constant, high-level pressure, these cards can be more of a hindrance than a help.
Now, in the context of the sealed environment at the prerelease, I’d like to give my initial impressions of some of these cards. Obviously removal like Hideous End is really good, but there are some cards whose abilities may not be as obvious.
One disadvantage of Hideous End is its inability to deal with Vampire Nighthawk, one of the biggest and most potent cards in the format. Thus, anything that can kill the 2/3 vampire is always worth a consideration. Thus the inclusion of Oran-Reif recluse and Burst Lightning becomes even more relevant.
Speaking of the new Shock variant, I think that it warrants an extremely close look. I would say that I kicked it 80% of the time, and many times it was used to blast my opponent for the last few points of damage. It’s a super versatile card that could easily be a first pick, and should definitely not go later than 4th.
Now one of the cards I was extremely disappointed in was Beastmaster Ascension. I’ve seen many claims that this is a limited bomb, but although I resolved it multiple times, I never got it online once. The sheer number of quest counters is almost impossible to achieve without killing your opponent. If you get off 7 successful attacks, and were able to tap 4 for an enchantment, you should have won outright. Should the seventh quest counter ever be added to the enchantment, the extra +5/+5 will be nearly negligible.
River Boa was a great addition to the deck, because it provides an ample shield against opposing fatties, and the islandwalk is a really nice ability to have. The Boa’s cheap cost also makes it a really great target for all sorts of equipment while having regeneration mana open.
The final two cards I want to talk about that really shone in my sealed deck were Adventuring Gear and Plated Geopede. Yes, they’re both great, and yes, I was able to go turn 1 Gear, turn two Geopede, turn 3 equip and play Arid Mesa. I think that they both are really great with landfall, and just enable Harrow to be simply game breaking.
I was able to go 3-2, losing to a WB deck featuring Feledar Soverign and WUG Allies featuring Turntimber Ranger, Kabira Evangel and Sea Gate Loremaster, as well as 8 other Allies. It seemed like an amazing pool, and my opponent admitted as such after our games. My other games were just me running over anything that wasn’t as fast as I was. The constant slew of removal and fast creatures just was too much. However, the allies were just as fast but helped his board position more, and the lifegain from the black white deck nullified many of my offensive threats.
In short, the key to Zendikar sealed is to have a mix of mid-cost and early creatures that can impact the board as much as possible, with a few late game bombs to seal the deal.
Drafting Zendikar
I have not done an actual Zendikar draft yet, as our prerelease didn’t have any, but I will do at least 1 tomorrow and 1 more on the weekend, so I want to give you my first impressions as to what stands out and some potential strategies for the Launch Party.
Personally, I think that the blue cards in Zendikar are lacking, especially for limited. Thus, I don’t intend to draft it, but if you do, Whiplash Trap seems like a really great card. The ability to bounce 2 creatures is huge, especially when you can clear the way for an attack.
Black in Zendikar is extremely strong, and Mark Rosewater tweeted earlier in the year about 3-0-ing a Wizard’s employees draft with mono-black, and I can easily see how it was done. With super efficient cards like Quest for the Gravelord and Vampire Nighthawk, It seems probable that a fast black deck would be almost unbeatable. Black (as usual) has some of the best removal in the set, such as Hideous End and DIsfigure, in addition to the new Infest variant: XXX. Just like in M10 draft, mono black decks can take advantage of Crypt Ripper as an upgrade to Looming Shade as a great outlet for excess mana. However, because of this, I think that black will be overdrafted and you might want to consider leaving the vampires alone for a bit.
The red in Zendikar is pretty solid, with all-stars Burst Lightning and Unstable Footing able to deal out their fair share of burn damage, and Geyser Glider and Bladetusk Board provide some low-rarity evasion in red, something not often seen. There is great depth to red in this set, and I think that it’s not a bad colour to try and force through. Even cards like Slaughter Cry and Shatterskull Giant are terrific role players in a red deck. I also think that Plated Geopede is something that you should try and pick up multiples of, especially if you’ve got a couple Adventuring Gear or Harrows lying around.
White is an interesting colour in Zendikar, in that it has some commons that are totally bonkers, and others that are the epitome of “meh”. Cards like Shepherd of the Lost and Journey to Nowhere are obviously good and first-pickable, but there are a fair few common slots given to just mediokre spells, like a couple of guys with high toughness/low power, or cards that gain you life or prevent a single point of damage. In short, I don’t think going white is worthwhile unless you open up a bomb rare, or have multiples of the good commons/uncommons that would warrant it. However, the slim pickings are likely to be picked up by other drafters and you won’t have the luxury of all the best white cards.
Last we come to green, the colour that is probably a must if you really and truly wish to abuse landfall shenanigans. Obviously Harrow is amazing, but so are Khalni Heart Expedition and Frontier Guide. There are also some awesome pseudo-removal spells in there like Orang-Reif Recluse, which is just the think for taking out a Shepherd of the Lost or Vampire Nighthawk. I also believe that Mold Shambler is an excellent pick, because at it’s worst, it’s a Hill Giant which is absolutely fine in limited. At its best, It can kill an enemy quest or (as I saw at the prerelease) aggravate an opponent you has hiccoughed on their mana.
In short, when drafting Zendikar I think that black, red and green are the best colours with the deepest card quality. Send good signals in pack one and you should be rewarded with some choice uncommons in the later packs. Remember, this is not Alara block where you can decide halfway through pack 2 to go 5 colour and come out all right. If you can manage a solid mono-coloured deck (Mono red and black would be my ideals), go for it, but do not take poorer cards instead of adopting a second colour. There’s more fixing in Zendikar than M10, so your mana base is much easier, with about the same colour restrictions.
I’ll be at the Zendikar Launch Party this Sunday at Wizards Comics in Edmonton if you want to say hi. I’ll be wearing the bright orange Power 9 Pro t-shirt, so don’t be afraid to stop by. As always, article suggestions or questions can be put in the comments field, sent to zak(AT)power9pro.com, or via my twitter feed at www.twitter.com/zturchan.
Cheers,
Zak
Tags: draft, limited, sealed, zendikar
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October 1st, 2009 at 5:57 pm
don’t agree w/ your drafting analysis.
assuming everyone else is thinking that r/g/b are the b-donkers, look to U for the shiz.
u/g allies is so explosive. spell snipe the harrows! talk about devastating.
don’t get me wrong, if it’s open and nobody’s doing it, do it. take it. (ie. G/R/B) but i’m pretty sure everyone is eying the easy removal w/ B and R. play against those peeps and go for the over looked U. W is just under powered imo. have to be super agro or you’ll quickly get a stabilized board and nothing more to do. cancel is pretty dman good in this format. everyone dropping big creatures, and you just remove it without it ever ETB.
meh, i’ve only drafted the set twice so this is pretty limited exp.
October 1st, 2009 at 9:24 pm
Well, I have a draft set for tomorrow and one on Sunday, so we’ll see. Nothing like actually playing it, and we’ll see just how open U is, and what sort of power we’re looking at.
Anyway, I’ll try out a few different strategies and report back. I may very well be wrong, but we’ll see.
October 2nd, 2009 at 2:32 am
White aggro is actually underrated in draft. You can pick up stuff really late and Journey is very strong removal.