Agree
with all of this. I've been losing a lot of league matches on modo as
well and I've been trying to put together some observations.
It seems to me like there are multiple dimensions of strategy - aggro, control, and combo (hey just like in constructed!).
Aggro
decks are like the first point you mentioned - you want to get on the
board early and maintain your advantage. You want to play any cards you
can that let you stay on the board and keep attacking - the cheaper, the
better.
Some key non-rares that help accomplish this goal:
Cheap
combat tricks (ESPECIALLY ones that investigate and keep the gas
flowing) - Strength of Arms, Confront the Unknown, Aim High, Rush of
Adrenaline, etc.
Cards that let you cheese your way past
blockers - Gryff's Boon, Stensia Masquerade, Voldaren Duelist, Magmatic
Chasm, Spiteful Motives, Malevolent Whispers, Nahiri's Machinations,
Expose Evil, Topplegeist, the equipment left behind by Harvest Hand
Cards
that let you influence the board even after both players have
stabilized / ground stalled - flying/evasive creatures (skulk is
semi-evasion), Stern Constable, Skeleton Key
Control
decks are slow and bomb-heavy. When I first started playing sealed deck
competitively in 2003-2004, all sealed decks were essentially control
decks, so I have a huge tendency to always build my sealed decks in this
fashion. You generally want to defend yourself as best as possible and
play every removal spell you can to stall the game until you draw one of
your win conditions.
Red is the worst color for
this in the format - none of the red non-rares are terribly defensive.
Every other color has something to contribute though.
Key non-rares:
Creatures
with high toughness, preferably either cheap ones or ones that generate
value (Erdwal Illuminator, Moldgraf Scavenger, Inquisitor's Ox, Silent
Observer, Seagraf Skaab, Drownyard Explorers, Farbog Revenant, Watcher
of the Web, Graf Mole)
Counterspells (Deny Existence, Broken Concentration)
Even though all removal is generally good in control, defensive removal especially shines (Puncturing Light, Silverstrike)
Sources of card advantage (every card that says "Investigate," Erdwal Illuminator, Pore Over The Pages)
Combo
decks are sometimes referred to as synergy decks. There are a few
themes that you can synergize pretty well in this format.
Spells/prowess, delirium, werewolves, milling are four that I can think
of off the top of my head.
Each of the synergy
categories I mentioned will break a certain way in deckbuilding (lean
towards aggro or control) and it should be pretty obvious which ones are
which, but don't let that stop you from synergizing and building your
deck properly.
Spells/prowess decks are almost
always blue and red. They can lean aggro OR control depending on how
many prowess creatures you get. If I have lots of Nibilis of Dusk and
Pyre Hound, I'm more likely to want to be an aggressive/tempo deck. If I
have lots of Silent Observers, Stitched Manglers, and a Rise from the
Tides, I'm gonna want to break towards control I think.
Delirium
decks are (in my opinion) most frequently (in order) black/white, then
black/green, then white/green. I think WG is a better color combination
than BG, but white and green are both so deep that your WG decks will
probably drift away from delirium synergies in favor of more raw card
power. Plus BG has a specific payoff card in Autumnal Gloom (which is
great if you can reliably and quickly get delirium).
Werewolf
decks are red/green. They look like normal R/G beatdown decks but they
make extra special use of cards like Moonlight Hunt and Howlpack
Resurgence.
Mill decks are blue. The second color is
most often green but can be something else. You need a high
concentration of uncommons for this deck to function - at least 3.
Fleeting Memories and Manic Scribe are the two big ones. Vessel of
Paramnesia is cute but it's way more useful to use on yourself to find
delirium than it is as a tool for milling the opponent.
I
know that Madness is a mechanic in SOI, but there isn't really such a
thing as a "madness" deck - madness just fits organically into all of
the existing decks.
The key thing to remember is to be very mindful of your synergies when building your deck.
Spell
decks want 12+ spells and a low number of creatures (8-10) so make sure
you have enough good spells and that the creatures you do have
accomplish all your goals.
Delirium decks want a
diverse amount of card types and a wide variety of ways to get them into
the graveyard. Don't be afraid to play Wicker Witch and get it in
combat just to trade and have an artifact in the yard. Things that
discard are usually much better than they seem (Skeleton Key, Stern
Constable, etc).
Werewolf decks should keep an eye
out for high impact instants that can be played after passing and
letting werewolves flip. Dance with Devils and Pack Guardian are two of
the absolute best, but even a card like Inner Struggle is better than
usual in this deck.
Mill decks rely a lot on cards
that investigate. Erdwal Illuminator is fantastic since it doubles your
clues and offers a good defense. So is Drownyard Explorers. Jace's
Scrutiny, Confront the Unknown, Ulvenwald Mysteries (which is probably
just elite in every green deck anyway btw), Ongoing Investigation are
all cards that you should be looking for.
One drops are better than you think
All
of the 1 drop non-rare creatures are at least playable if not very
good. Here they are in order of how good I think they are and how to use
them:
Stern Constable - the best one by a lot imo.
It's a tapper that doesn't require mana. Discarding a card might seem
steep, but there are lots of ways to reclaim your lost value (madness
cards, turning on delirium, cards that can be used from the graveyard
like Ghoulcaller's Apprentice and Dauntless Cathar). Think of it like
this - this card turns all of your cards into split cards where the
other half is a 0 mana instant that says "Tap target creature." If
you're ahead on board you would take it every time. I really can't say
enough good things about this card. I've seen it in play plenty of times
and had my expectations for the card (a shitty card that I'd laugh at
my opponent for playing) blown out of the water.
Thraben
Inspector - the next best behind Constable. Replaces itself, trades
with a lot more things than you'd expect, has human synergies (try
putting True Faith Censer on this!). Also if you're in the market for
pumping this somehow, the extra toughness lets it live through a lot of
things.
Topplegeist - The one time tap effect is great,
it lets you sneak an extra few damage in for a single turn (which is a
strategy that I historically haven't really liked using, but it's been
very successful against me, so I'm thinking it's correct more often than
not these days - more on this below).
Indulgent
Aristocrat - Capable of sneaking one or two hits in early while padding
your life total a bit, as well as trading off with a Hinterland Logger
or whatever if that's what's called for. After that, assuming you have
some vampires, this becomes a huge headache. All of a sudden removal
spells aren't very good against you because every creature they threaten
to remove can be cashed in to pump all your vampires. If they have a
nice stream of creature fodder like Sanitarium Skeleton, Ghoulcaller's
Apprentice, or (!!!) Call the Bloodline, it gets even worse since it
removes the tension of having to sacrifice creatures that matter.
Insolent
Neonate - tough to block early, good for at least 2 damage if you play
it on turn 1, and is useful later for smoothing out crappy draws and
enabling madness things. One great use I've found for this card is to
sneak out a Bloodmad Vampire when my opponent has no blockers (or only
one that I can manage with a removal spell or whatever) and start
pounding.
Sanitarium Skeleton - I actually prefer not to
cast this card so it's not really a one drop, but in the decks I want
it, I really really want it. It's phenomenal with Call the Bloodline,
and it's really useful in black/white in general since it lets you
sacrifice to things like Angelic Purge, Bound by Moonsilver, and the
white fallen angel. It's also great with Macabre Waltz since it turns it
into double raise dead for 1B which is excellent value. That said, I'm
happy to play this on turn 1 or 2 to keep a werewolf from flipping or if
I know I'll get a chance to chump with it or, even better, trade it for
something awesome.
Village Messenger - Starting to get
to the 1s that I'm not as thrilled about any more. This card is still
useful though. Not many people can keep it from flipping if you have it
on turn 1 on the play, and if you do have it then it's probably good for
at least 5 damage. It's also a werewolf in case you have any sneaky
wolf synergies (it lets Howlpack Wolf block!).
Loam
Dryad - Probably the worst 1 drop. There's not that much benefit in
going from 2 to 4 that makes you want to work this hard for it, and you
probably shouldn't be playing a deck that requires your colors to be
fixed this badly. I almost never start this card. That said, I've
boarded this in a lot if my opponent is better at getting on the board
early than I am. This is probably my favorite card to block enemy
Bloodmad Vampires with.
Keep in mind that one drops have an additional function of preventing werewolves from flipping.
Be very mindful of your curve
You
know what feels really bad? Playing a Skeleton Key or whatever on the
draw on turn 1, only to have your opponent cast Hinterland Logger while
you have no 2 drop and have to watch it flip and take huge chunks out of
your life total.
If your opponent is playing
forests or mountains, think very carefully about when you want to deploy
the cards in your hand. It's super pleasing to play Thraben Inspector
on turn 1 and crack the clue on turn 2, but unless you have a very good
reason for that inspector to be in play a turn early, you probably want
to hold it in case your opponent plays a werewolf that you can't
otherwise deal with. Unless you mulliganed a lot, you probably don't
need to crack your clue on turn 2 and can find time to do it later.
This
only applies if your opponent is red or green though - you don't have
to worry about it if there's no risk of a werewolf. Also, be sure to
devote a LOT of thought to your future turns if we're talking about
something like Skeleton Key - it could ruin your curve if you save the
key to keep a werewolf from flipping and end up one mana short of
playing a creature and equipping it in the same turn. There's no
universally right answer - every situation is very contextual and
requires your consideration.
Sneaking in chunks of damage
I
mentioned this when talking about Topplegeist earlier. I've always
hated using this strategy in the past (the past being like ten years
ago). I find it extremely stressful. You're basically using up a lot of
your precious aggressive resources on one turn just to knock their life
total lower. If you're like me and grew up in the era of Magic where
cards that only affect your life total (Sacred Nectar, Lava Axe, etc.)
were mocked, you probably understand where I'm coming from.
Nevertheless, I lose to this strategy a LOT. My opponent will do
something like burn a Magmatic Chasm just to knock me from 17 to 9 while
he sits comfortably at 18, and it leaves me feeling like I can't punish
him for using his resources like that otherwise I'll just be dead. I
have a lot more thinking to do about this strategic concept in general,
but for now I'll just say that I would respect the possibility for big
swings a LOT more.
Blue is kind of a garbage color
The
blue cards are really "fancy" - usually cards like counterspells are
great in sealed deck because of all the bombs, but I think the pace of
this format is such that you can't really afford to leave mana open or
you risk falling behind. Additionally, all the "cutesy" blue strategies
in this format need a lot to come together to be useful. By cutesy I
mean something you'd have to deviate from your normal plan of playing
creatures on curve and participating in combat to employ - clue/mill
strategies or heavy spell strategies. These are definitely viable, but
they are a lot worse than they appear and need a lot of assistance.
The
best ways to use blue that I've found are in aggressive tempo
strategies, paired with either red or white. U/W can be flyers and tempo
- blue has a couple solid flying creatures and a lot of ways to stay
ahead in the tempo race (Press for Answers is my personal favorite, but
Just the Wind and Stitched Mangler are also excellent). You also get a
lot of mileage out of Expose Evil in this deck. U/R is more of a ground
tempo deck, but it focuses more on spells and sneaking in opportunities
for big chunks of damage. Sneaking in Bloodmad Vampire hits is a great
way to win tempo wars with your U/R deck. Pyre Hound is also really good
in U/R - playing a Just the Wind or Press for Answers one turn to sneak
two hits with a 3/4 hound in while you dig for more spells to grow it
is a reasonable strategy.
Blue control decks are
possible too but blue should be thought of as an afterthought in these
decks. If I'm U/W for example, I want to make sure I have enough cards
to keep myself alive as well as a way to win the game later. Erdwal
Illuminator is a good early blocker and lets you get good mileage out of
your clue makers (Thraben Inspector, Drownyard Explorers, Survive the
Night, etc.) Stitched Mangler is an early-ish drop that stalls the board
long enough for you to play some of your defensive 4+ drops, most
notably Silent Observer. As far as win conditions, I want big bombs like
Drogskol Cavalry, Nephalia Moondrakes, Descend upon the Sinful, or
Avacyn. If I don't have those I better at least have multiple Stormwind
Spirits. Startled Awake also kind of counts as a control win condition
but you better make sure you have either a way to sneak the 1/1 in (a
tapper like Expose Evil, or my favorite card ever Stern Constable), or a
bounce spell so you can mill for 13 again without attacking.
All that said, there is no single card in blue of any rarity that would make me excited to play blue.
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