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#32 | |
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Resident Planeswalker
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2) About the same as Guildgates, though if you see the Keyrune and Gate for the same guild I would always take the Keyrune over the Gate. Also I would probably never run them off color unless you have some way to activate them. A Keyrune you can't activate is just a bad Manalith and it's unlikely you really need that extra ramp. 3) I think splashing is fine since there's so much fixing but going base 2 colors seems a lot better then going straight 3 colors. 4) I mean, BREAD is mostly for newer players but you can still apply it here. Just fit fixing in there somewhere (usually between R and E for me as I said before). As always though don't strictly adhere to it, you have to be felxible and make judgment calls depending on where you are in the draft, synergies with your pool, etc. If you think your mana is bad then taking some fixing over a 6 mana removal is probably a reasonable thing to do. 5) Removal, efficiently costed creatures, fixing (preferably something like Transguild Promenade which you'll play no matter what or something like Gatecreeper Vine that keeps your options more open. First picking a Guildgate probably isn't the best place to be).
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#33 |
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Archmage Overlord
Join Date: May 2009
Location: The Frozen North(Canada)
Posts: 1,797
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do not commit to a second color pack 1. put yourself in a position where you have one main colors and two splashes. decide which is which p2, prioritize mana fixing and generally try to draft good cards. I've drafted three times, twice as bant and once as rakdos, and the archetypes look pretty varied. it isn't ROE, but it's a great format. just pick up those two drops early, and try to have as much X/4 creatures as possible. stopping aggro is key if you wanna cast that 6-drop.
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