Wednesday, July 20, 2011

M12 drafting tips at Recoculous Magic Blog

Drafting Magic 2012: Top 20 Common & Uncommon First Picks (Tips & Strategy)

July 20, 2011



When drafting, knowing which cards are best can be quite helpful. You should know if your rare is worth taking. Difficult choices generally concern the commons and uncommons. My 20 favorite commons and uncommons include the following:

1. Overrun

overrun
Overrun pretty much just wins the game.

2. Fireball

fireball
Fireball has always been a first pick. You can use it to kill just about everything, or finish the opponent off.

3. Serra Angel

serra angel
Serra Angel is a giant flying monster. It can greatly help you win the game.

4. Sengir Vampire

sengir vampire
Sengir Vampire’s ability isn’t as good as vigilance, but any 4/4 flier for 5 mana is good.

5. Mind Control

mind control
Mind control is the best creature removal because it gives you any creature for a reasonable cost.

6. Oblivion Ring

oblivion ring
Oblivion Ring is removal for anything and the odds of it being destroyed are very low. It’s one of the best removal cards ever made.

7. Volcanic Dragon

volcanic dragon
Volcanic Dragon is more expensive than Serra Angel and Sengir Vampire, but it’s still decent.

8. Doom Blade

doom blade
Doom Blade can kill just about anything for a very low cost.

9. Incinerate

incinerate
Incinerate isn’t as good as Lightning Bolt, but it’s still good. And the fact that it can stop regeneration is relevant.

10. Chandra’s Outrage

chandra's outrage
Chandra’s Outrage is decent removal.

11. Cudgel Troll

cudgel troll
Cudgel Troll doesn’t have flying, but it’s still a great green creature. Regeneration is quite good in draft.

12. Shock

shock
Shock is a nice cheap removal spell that can kill threats early game.

13. Stingfling Spider

stingerfling spider
Stingerfling Spider is one of the few ways to get card advantage in M12, and there’s more dangerous flying creatures worth killing than ever before.

14. Swiftfoot Boots

swiftfoot boots
Swiftfoot Boots gives haste to just about every creature you cast mid- to late-game. And getting hexproof is nice as well.

15. Belltower Sphinx

belltower sphinx
I’ve found out the hard way that Belltower Sphinx can win the game. If it is dealt enough damage, the opponent is likely to die by running out of cards in his or her library.

16. Azure Mage

azure mage
Azure Mage’s draw ability is fantastic late game, and being a 2/1 can be helpful before then.

17. Jade Mage

jade mage
Jade Mage is quite good late game, and there’s a chance it’s ability can be helpful before then.

18. Timely Reinforcements

timely reinforcements
Timely Reinforcements is a great card if your deck lacks options early game. Gaining life and three creatures is great — if you can actually get it to work.

19. Sorin’s Thirst

sorin's thirst
Sorin’s Thirst doesn’t kill everything I want it to kill, but it’s still a decent removal card.

20. Frost Breath

frost breath
Frost Breath is best in an aggro deck. If you can lock down the opponent’s creatures, it will make it a lot easier to break through to deal lethal damage.

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