Survivors of the Megapocalypse Review for
Sealed
Part 1: Light
1.17.05
Pojo Note:
cecillbill sent this to me Friday Afternoon. I was gone all
weekend, and didn't get to post any of her columns until Monday. I
feel bad. I'm going to spread these out over the week. - Bill
At the Survivors Sealed
deck release event Jan. 15-16th three new mechanics will be hitting the
scene—Triple Breaker, Speed Attacker and Survivor--alongside a host
of card effects that expand concepts such as making players pay more to cast
their cards. The Limited climate will change due to the new mechanics and
effects on other cards in the set. For starters, we’ll have a wider
selection of 5-7 mana double breakers and a playable 7-mana Triple Breaker.
If you’ve ever played Sealed then you know why I’ve made a point to
accentuate that fact. We’re playing in a whole new ballpark, and to prevail
in Survivors Sealed you should be flexible and realistic with the way you
judge cards to include in your deck.
Part and parcel to judging
a card's playability in Sealed is having an understanding of the current
environment. When you look at cards to include in your sealed decks for
Survivors consider how effective each card can be, on its own and in
relation to other cards in your deck (utility and synergy), within an
environment that is defined by: 1. Lack of creature removal spells, 2. Low &
expensive blocker composition, 3. More deck and mana manipulation choices,
4. Mechanics that can be game ending due to the likelihood of being
unchecked, and 5. Little chances to stockpile mana. If you play with packs
from other expansions, then you may have access to more Blockers, quicker
drops, and creature removal—but on the whole you’ll still be dealing with
low occurrences of such resources. Before settling on a final build take a
look over the cards you’ve selected and yourself ask a series of checkpoint
questions, including:
1. Do you have at least 2
solid plays on turns 2-6 wherever possible?
2. Are your bombs realistic
like Avalanche Giant or wishful thinking like King Tsunami?
3. Is your mana curve
reasonable?
4. Is your deck 30 cards or
as close to 30 cards as possible?
5. Is you deck more than
half creatures?
6. Do your creatures have
effects that decrease the efficiency of your deck?
7. Do any of your creatures
have golden effects such as bounce, draw, destruction, evasion, tapping or
untapping?
There are tons of questions
to ask yourself and things to consider when selecting cards for your Sealed
deck. Force yourself to judge the playability of cards through a
Limited-play lens because certain cards have different value in Limited than
in Constructed play. Your job is to assign that value as best as possible
within 30 minutes, taking into account your entire card pool and what kind
of strategy that card pool gives you.
Survivors Sealed Card Ratings
Cards are
reviewed mostly for a Survivor Sealed Limited environment.
Even so, my reviews reflect what I’d think of the cards if building a deck
with any combination of the current sets for Sealed. My opinions on the
cards are based on my play experiences in Sealed. Each Sealed event is
different, and you should build off your own experiences as much as
possible. Even if you’re new to the game, take my opinions of cards with a
grain of salt—weigh your options in relation to your other cards and the
strategy that your cards dictate. The final decision on what’s playable in
your pile of cards rests on your shoulders.
Playability Rating Scale
Ratings scales used by
Magic The Gathering players inspired this ratings scale.
Not Playable
These are cards that are
best left out of your deck with the puzzle pieces.
Spell—doesn’t change your
field/hand advantage, has ridiculously high cost, has an effect that
requires too much of a “setup” or harms you greatly
Creature—cost is too
prohibitive, effect too detrimental, requires evo bait creature you don’t
have or have barely any chance of drawing
Low
Some of these cards you may
run to help you play your bombs or help fill in a mana cost gap, but they’re
not necessarily solid selections on their own.
Spell—doesn’t offer much of
anything to warrant being decked over other cards, but doesn’t really have
an ill side effect or too high cost
Creature—cost is
prohibitive, effect detrimental but stands to harm the opponent as well
Medium
These are solid cards that
are great assets to your deck but aren’t super-special on their own. Many
are synergistic with other cards in the game (or set) and thus are better
when paired with other cards.
Spell—offers some field or
hand advantage but has another requirement to meet
Creature—usually has a
solid effect but may be overcosted or require a setup, offers some synergy
but doesn’t necessarily have to be good with other cards
High
Think creatures that seal
the game, creatures that are cheap investment for the effect or power, quick
drops and creature removal. These are the cards you want to draw and play.
Spell—basically any Removal
and most Draw (trigger or cheap)
Creature—easy to play
(quick drops), great effects for the price, late game bombs, effect hurts
your opponent but not you and has reasonable price
Now that I’ve given some
suggestions on how to judge cards for Sealed deck and explained the system
that I’m using to rate cards, onto the review for Light.
Light Civilization
I’m not a fan of Light in
Constructed. However in Limited I almost always run Light due to the
mechanics, blockers and decent power associated with creatures from this
civilization. In Survivors, Light packs the only early game Blocker, some
slight evasion, Blocker/Untapping-Survivor synergy, tapping creatures, mana
fixers, and 3 playable Double Breakers. I’ll admit that I want to crack open
some packs with Light cards during the Survivors Release Event.
Le
Quist, The Oracle
1500 power means it’s not
going to stay attacking, but the chance to tap a Fire or Darkness creature
to setup its demise is valuable. It can also take out some creatures like
an unpumped Blazosaur/Skullsweeper/Crow Winger, Jewel Spider, Kip Chippotto,
and Rikabu. With several Light/Nature and regular Slayers running around in
Darkness Le Quist could help you have more control over what those creatures
take out from your side of the field.
Rating: High
Thunder Net
Although it’s 2 mana, in
Survivors-only Sealed this spell isn’t going to be helpful until the late
game. It’s tap effect depends on the number of Water creatures you have in
the battle zone. All of Water’s lot falls in the 3 mana and above category
in Survivors; the only 3 mana creature makes you lose 1 mana to play it and
the only 4 mana creature is Rare. I’d rather run another creature.
Rating: Low
Notes:
If you play other expansions take a look at how many Water creatures you
have. If you have a reasonable number then take a second look at Thunder
Net.
Snork La, Shrine Guardian
This is the cheapest
Blocker in the set, and one that could halt the Speed Attackers Rikubu and
Bombat. 3 for 3000 power is nice, especially since there are several
creatures costing more than Snork that it can block and kill. Its second
effect isn’t of real importance but could help if someone drops Cataclysmic
Eruption when it’s out.
Rating: High
Calgo, Vizier of Rainclouds
Calgo has slight-evasion
that makes it unblockable by creatures with 4000 or more power. Basically
that means only Snork can block it unless Gallia Zolh is out. It’d snap it
up simply because the cheap drops are far and few between in this set.
Rating: Medium
Notes:
Other expansions offer cheaper blockers, so look at all your 3 drops if you
play with more than Survivors packs.
Kulus, Soulshine Enforcer
I like this card for Sealed
deck. You could beef your mana count and net a hitter with okay power for
it’s cost and effect. Sure, straight 4000 for 4 would be better, but it’s
still a nice hitter in Limited.
Rating: Medium
Glory Snow
Like Kulus it can fix your
mana, expect you nab 2 mana off the top of your deck. It’s also one of the
few shield trigger cards in the set. This spell intrigues me, but I’m not
convinced I’d play it. It’s one of those spells I’d put in the “maybe” pile
and for sure cut out of the deck to make it 30 cards.
Rating: Low
Gallia Zohl, Iron Guardian Q
Effect turns all your
Survivors into Blockers, and without Blocker-hate that can go a long way.
Obviously Gallia will work better with Smash Horn out (and other Survivors),
because a good number of creatures can kill it once tapped and through
slayer effects if it blocks.
Rating: Medium
Ballus, Dogfight Enforcer Q
It’s a stronger Toel that’s
a bit stingy with its untap effect. Being able to untap is a huge plus for
Sealed. Its ability to share this with your other Survivors will be nice
too.
Rating: High
La Guile, Seeker of Skyfire
La Guile could dominate the
game once it surfaces and its 7500 power gives you an answer to several late
game fatties. A 6 mana Double Breaker without any ill side effects is
extremely good.
Rating: High
Syforce, Aurora Elemental
A solid late game fattie
and it can block a lot of creatures without dying. Just be wary of the
slayers in the set. You’ll want to swing for 2 with Syforce if you pull it.
Rating: High
La Byle, Seeker of the Winds
I like this creature in
Limited only. Its untap effect will annoy your opponent. It could block
multiple hitters in one turn, and be left around to slam a shield. As with
all the Light creatures, be mindful of the slayers.
Rating: Medium
Syrius, Firmament Elemental
It has 12,000 power, can
block/kill a ton of creatures, and can break an insane number of shields.
Insanity! If only it didn’t cost 11 mana. If only…because building 11 mana
while ensuring that you drop something on more or less each turn past the 3rd
is a chore.
Rating: Not Playable
In my opinion the majority
of Light’s creatures are very playable in Sealed. Light’s spells aren’t
exciting, but Thunder Net is splashable if you have a fair number of Water
creatures.