Attention to Detail #4
by Jordan Kronick
December 8, 2005
All I Want, Part 2
Welcome back to
Attention to Detail, after a brief hiatus of holiday fun and
computer problems. Everything has come out fine on the other
side, and now it’s time to cover the final three guilds of
Ravnica block, as they pertain to RRR drafting. For those
that haven’t read my previous column, I’ll explain briefly
what is going on here. I’m taking a look at guild color
combinations which have not yet appeared in Ravnica, to see
if there is anything we can do with them, before the guild
is released in full.
Last time, I looked at the three guilds of Guildpact – the
Izzet, the Gruul and the Orzhov. This week, I cover some of
the classic color combinations from the history of magic.
First, what is probably the most successful control
combination ever – blue/white in the form of the Azorious
Senate. Then, on the exact other end of the spectrum, one of
the most dedicated beatdown archetypes ever – black/red from
the Cult of Rakdos. Lastly, to complete our trifecta, one of
the most frequently used combo enabling color combinations –
blue/green from the Simic Combine. Here we go.
The Azorious Senate – Blue/White
It is a rare situation when white can do the same job as
black, but I feel that that is the state of the Azorious in
Ravnica. As far as I can see, the only way to make this
guild function before their time is to use the white as a
replacement for black in a Dimir milling deck. As usual,
blue/white presents us with a lot of great defensive cards.
Since milling decks rely on milling cards (obviously) and
ways to stay alive, this puts the color combination in
surprisingly good shape. The strongest common milling card
in Ravnica – Vedalken Entrancer – is mono blue. So that’s a
good place to start. As important as he is in blue/black
milling decks, I think he is doubly as important in
blue/white. Most of your milling strategy is likely to come
from blue cards anyway, but in blue/white it will be 100%,
every time.
Building an Azorious milling deck is very similar to
building a Dimir deck. Your picks should be much the same,
though perhaps placing a higher value on what white removal
exists than you would for black removal. Cards like
Devouring Light are much harder to come by, and you will
likely have to rely on efficient blocking more than direct
removal to hold the enemy at bay until their deck runs out.
Fortunately, white has an abundance of decent small blockers
to help out with this. One of the strongest weapons here is
the large number of first strike creatures that are
available. It’s very hard for an opponent to set up
effective attacks when you’ve got a lot of first strikers.
This brings me to a card I discussed last time – Concerted
Effort. Ordinarily I see this card as being most effective
when used offensively. It allows your creatures to share
evasion abilities, after all. It can be very good for
defensive purposes too, though. A blue/white deck is very
likely to have fliers, be they Courier Hawks or Drifts of
Phantasms. If you combine this abundance of flying with a
few well placed first strikers (hopefully Nightguard
Patrol), you will have a very strong barrier between you and
your opponent. Flying can also turn your already fantastic
Entrancers into even more effective blockers.
Although I’ve come down hard on Lurking Informant lately, I
think it shines in the blue/white deck. It serves two very
important purposes. One, it helps with the milling. This
can’t be discounted. Two, it allows you to block fear
creatures if necessary. This is something that can’t be
ignored. Ordinarily a Dimir milling deck should have some
black creatures that make fear less useful. Things like
Dimir House-Guard are very effective for blocking errant
fear creatures (like itself!). When you switch the black for
white, you are giving up most of your ability to stop fear,
but there’s an important tradeoff happening. Suddenly,
Swampwalk is no longer a threat. This is actually a big
issue, due to the presence of Sewerdreg. I’ve lost more than
a few matches with very strong Dimir decks that simply
didn’t draw a way to stop an opposing Sewerdreg. With half
the available guilds in Ravnica being black, I think playing
the ‘dreg maindeck is not a bad choice. Playing blue/white
makes it just an expensive Hill Giant.
All in all, I kind of like the Azorious in Ravnica. I’ve
only gotten to try it twice, and with mixed results. The
first time I tried it, I was forced into it because while
the black was simply not happening, I was getting blue in
quantities that were hard to ignore. Unfortunately, it was
too late before I recognized what was happening and the deck
suffered. The second time I attempted it, I tried to force
this oddball combination early and was rewarded. My deck was
chock full of all the things that you really want to see in
this deck. I won the draft handily, and received more than a
few comments that I obviously didn’t know what I was doing,
playing off-guild. The element of surprise cannot be
overlooked!
The Cult of Rakdos – Red/Black
I have to admit that of the three color combinations of
Dissension, this is my least favorite. I’ve never liked
playing red/black (when no third color was present). Between
the three choices of beatdown, combo and control, beatdown
is always my last resort. There is one very important time
when this wasn’t true, however. Invasion block is often seen
as the direct predecessor to Ravnica. It was the last time
we saw multicolor cards in quite the same quantity, after
all. During that incredibly fun block, I drafted a lot. And
by “a lot”, I mean that I was drafting the set easily 10
times a week. This was before Magic Online, so that was
quite an undertaking. How did I manage that? Well, without
trying to sound conceited, I rarely lost. Between myself and
a good friend of mine, we split most of our local drafts
between us, nearly every time. His preferred color
combination was blue/black/red (“Crosis colors”). My
preference was for green/black/red (“Darigaaz colors”).
Invasion block was full from end to end with great cards for
black and red. The most important of course was Terminate.
Terminate effectively displays everything that is good about
black/red. When you play this color combination, you will
hopefully be getting all the best removal at the table. Your
creature quality may suffer slightly, but if you can make up
for it by killing all of their blockers, it shouldn’t
matter.
That strategy sadly does not play out very well in RRR
drafting. In Invasion, there was a lot of very effective
mono colored removal (not to mention the multicolored
removal). Things like Magma Burst, Agonizing Demise and
Reckless Spite made it easy to clear away your opponent’s
creatures. In Ravnica, most of the best removal is
multicolored. Putrefy and Lightning Helix come to mind. In
addition to this, black and red seemed to have much higher
quality creatures back then. The Kavu were very good to
black/red, be they Mire, Flametongue or Vicious. These days,
black and red’s creatures are often backups to the more
effective colors. If you’re playing Boros, your best
creatures are white or multicolored – never red. If you are
playing Golgari, green provides the fat beats. If you are
playing Dimir, blue provides all the best defensive
creatures for a milling strategy. There are some shining
examples where this is not true, and those will be important
pieces, if you want to try the Rakdos in RRR.
Uncommon cards are the cornerstone of this deck,
unfortunately. Creature quality is where the color
combination suffers, so pulling some effective creatures
will mean having to get lucky with uncommon (if not rare)
creature pulls. Things like Keening Banshee and Indentured
Oaf are already pretty effective in other color
combinations, but they are simply perfect in red/black. In
Invasion, playing red/black was a simple matter of choosing
good cards every pick, and the deck would often build
itself. In Ravnica, you have to be very careful to choose
the right amount of removal. This deck will have very little
extra space in it for cards that aren’t either creatures or
removal. Don’t bother playing things like Grifter’s Blade.
That card is often very useful, but not here. It’s just one
more slot for removal that you aren’t using.
Another important strategy here is to make use of evasion
wherever you can. Black and red have very little evasion
generally, but it does exist. The previously mentioned
Sewerdreg and Dimir House-Guard are both very important - as
is Keening Banshee. These cards will allow you to get in the
last little bit of damage, once your initial onslaught of
burn and powerful cheap ground pounders runs out – and it
will.
All in all, I don’t recommend the Rakdos. As I said when I
was discussing the red guilds of Guildpact, it will be very
rare that you are getting good red cards passed to you but
not good white cards. Similarly, if you are getting good
black cards, you will probably be getting good green or blue
to go with them. If you find a way to consistently make
black/red work, I’m eager to hear about it. I’m always up
for a little bit of Invasion nostalgia after all.
The Simic Combine – Green/Blue
Where the Rakdos are beatdown and the Azorious are control,
the Simic are combo. Combo is almost always the least
effective draft archetype of the three. Most of the best
combo cards are rares, after all. It’s going to be very hard
to assemble a strong combo when you only have three packs to
do it in. Sometimes blue/green goes another way though. The
second word that leaps to mind when I think of this color
combination is “tempo”. Back in Invasion Block Constructed,
there was a very powerful deck that I myself ran when I was
testing for the first Grand Prix Minneapolis. It was green
and blue and made use of the extremely effective card draw
of the time, with some incredible tempo cards. Tempo cards
are generally defined as cards which do not generate
clear-cut card advantage, but creature “virtual card
advantage”. This is generated with self-replacing cards (cantrips
generally) that slow your opponent down. Cards like Repulse
and Memory Lapse are clear examples of tempo. Lapse doesn’t
replace itself, but since it effectively denies your
opponent a draw, it falls into this category. Ravnica
provides us with another similar card which is tempo if I’ve
ever seen it – Remand. The deck also made use of green’s
quick effective creatures of the time like Blurred Mongoose
and the king of both tempo and quick creatures – Mystic
Snake.
When I saw Remand on the Ravnica spoiler, I was quick to
examine the rest of the set for other examples of tempo.
Green/blue has always been one of my favorite color
combinations as it very much plays into my “Johnny” nature.
Unfortunately, I don’t think the pieces are quite assembling
themselves, yet. I have no doubt that when Dissension comes
out, we’re going to be positively up to our knees in combo
and tempo elements, but all we have now are unrecognizable
bits and pieces. Blue’s presence in only one guild of
Ravnica once again becomes a problem for this color
combination. While black can be replaced with white to form
an effective milling deck, this cannot be said for green.
And while the black of Golgari could be replaced with red to
make an effective Gruul deck, this cannot be said for blue.
We’re a long way from Invasion block, and elements like
Repulse, Exclude, Mystic Snake and Fact or Fiction simply
don’t exist anymore.
The only way that I can see approaching a Simic Combine deck
in RRR drafting is if I wanted to make strong use of one
specific card – Halcyon Glaze. This is one of my favorite
Ravnica cards, and I have no doubt that it will be a strong
consideration for any Simic Tempo decks that appear later on
in Ravnica block constructed. In draft, it’s a lot harder to
build around it, however. It’s an uncommon, so you’re far
from guaranteed to see one. If you do get one, you’re still
probably better off going another direction with the deck.
However, if you get two, it might be worth trying. There are
a few other elements that you need to get together to make
this deck theoretically possible. Other quick flying
creatures are important, but mostly not available. I would
consider trying to use Drake Familiar as this deck could
easily function to make use of the strong blue and green
enchantments. The Glaze I already mentioned. Fists of
Ironwood and Flight of Fancy also come to mind. And of
course, one of the cards that actually mentions the Simic in
its flavor text – Copy Enchantment.
Another strategy that I’ve actually seen used is a bit more
slow, but powerful. Stasis Cell can be combined with Bramble
Elemental to create a long term stream of creatures. When
you put all these elements together, there’s definitely an
idea present. I’m just not sure if it’s an idea that can
work. Blue/Green has already proven itself to be quite
capable in the current Standard environment, and the Simic
haven’t even appeared yet. Both tempo and combo have made
appearances using this combination so far. I have no doubt
that we’ll be seeing a return of this classic color
combination for the next two years, and I’m quite happy for
it.
That completes my short series on the off-guild combinations
in RRR drafting. I’m going to come back to the guilds of
Dissension, once Guildpact comes out. Will this week’s three
stand a better chance once the other seven guilds are all
present and accounted for, or will they suffer? You’ll have
to tune in then to find out.