Attention to Detail #14
Stick and Move
by Jordan Kronick
March 24, 2006
I'm back after a busy
month with a lot of time spent in the hospital. I won't
trouble you with a lot of details, but suffice to say that
everything is fine here. While I haven't had much time for
playing Magic in the last couple weeks, I have had plenty of
time to think about Magic. Sometimes that's just as
important. One thought that I had was about an important
issue in any draft – forcing colors. So that's what I'm here
to talk about this week. I think it's an especially
important issue in a format like Ravnica-Guildpact drafting,
where planning your colors ahead of time can make all the
difference.
Let's start right at the bottom of the issue. What does it
mean to force colors? Those of you who already know the
answer might want to skip this section. Forcing colors quite
simply means choosing what colors you're going to play early
on in a draft and choosing the best cards of those colors
regardless of what other options present themselves. There
have been some formats where color forcing is very
effective. Invasion Block drafting, with it's myriad
multicolor cards, was a fine example. Many people would try
to force blue/black/red or black/red/green decks due to the
extremely deep picks of those colors in the first and third
packs. It wasn't strange to see five out of the eight
players at a draft table all playing either G/R/B or B/R/U,
with the remaining players trying to make do with the
remnants – including the entire color of white. Sometimes
color forcing is less effective, though. Odyssey, which had
very few multicolor-friendly cards and which seemingly fewer
playable cards in each pack than Invasion block before it,
was a bad time for color forcing. The format was often
thought to be very bomb-oriented. That is to say that many
drafts were determined by who got the biggest nastiest rare
in their pack. Anyone who ever got hit with a Kokusho during
Kamigawa block drafting knows what that's like. There have
been other times when color forcing was less popular that
didn't have to do with a smaller pool of playable cards.
Forcing seemed less necessary during Mirrodin block due to
the colorless nature of the block. Although it was very easy
to pick a color and play it, picking any color at all was
often secondary to making sure you had the right selection
of powerful tools to build around.
So that's a bit about the history of color forcing. How does
it play out in the current Ravnica-Guildpact draft
environment? I'm glad you asked. Multicolor friendly formats
have one big problem. With so many colors in each pack, it's
sometimes hard to signal correctly. If you open a pack of
Ravnica and the only mono-white card is a Faith's Fetters,
that can be a very good pick. However, if there is a lot of
multicolor white stuff happening in the pack – say Watchwolf
or Lightning Helix or Selesnya Evangel – then that can send
a strong signal to people down the line to go white in some
combination. Color forcing is useful here because passing
strong non-white cards can tell the people next to you what
you're doing. And with so many directions to go with white
in RRG drafting, you're not pigeonholing yourself from the
start, quite so much as you would be in a very monochromatic
environment.
Of course, color forcing doesn't always work. Sometimes
you'll try to force a color and after a few strong picks the
color completely dries up. Or maybe you get passed something
which is seemingly way too late. It's important to know when
it's time to cut your losses. And remember that just because
something better comes along, that doesn't mean you're going
to abandon the rest of your picks. There are few color
combinations which don't work particularly well in
Rav-Guildpact drafting. Once Dissension comes out, the
presence of all ten guilds will mean that switching colors
midstream is often a non-issue. So what kind of things
should you be on the lookout for? Well, the first thing to
watch for is if mid-range picks from your color seem to be
non-existant. If you're trying to force blue and the only
things you're seeing after pick 5 are Drake Familiars and
Muddle the Mixtures, it's probably not your day. These packs
could just be particularly bad for blue cards, but if things
recover you can always switch back without losing too many
picks. It's important to remember that even when you're
forcing, picking something that you will almost certainly
not play – like a Quickchange – over something that's
playable in another color is just bad Magic. People next to
you might notice the lack of blue cards more readily, but by
the same token, the presence of a Quickchange isn't going to
tell them you're not in blue.
The other side of that coin is the ultimate temptation.
Sometimes you're trying to force a color and a very powerful
card of a different color comes along at the same time as
something positive in your color. Let's go back to that
Faith's Fetters situation. Suppose you've made three decent
white picks. Now you see something very strong. There's two
types of “very strong” cards in this situation of course.
For instance, if you see a Moldervine Cloak – clearly a high
pick – that's a pretty huge signal. Fortunately for you,
green and white are guilded and quite playable. There's lots
of wiggle room with a green/white base. So even if there's
something decent in white next to that Moldervine Cloak,
it's absolutely right to pick the aura. The other situation
is when you see something that's not going to fit your
colors. Let's say a Followed Footsteps comes around. That
can be a very strong card. Multiple copies of any creature
are good. And blue has some fantastic options to choose
from. Unfortunately, blue and white don't work together very
well (until Dissension comes out, anyway). So what do you
do? Do you stick to your guns and pick something moderately
good from your color? Do you pick the Footsteps and try to
turn blue? Or do you write it off as a hate draft? Well,
there's lots to consider. First of all, think about a
situation where your blue and white cards can play nice. Do
you have anything that makes the Footsteps particularly
favorable? Did you pick up an Auratouched Mage in your first
three picks? Have the black or red cards been decent? That's
right. Black and red. The only way you're going to make blue
and white play together is if they are joined by red (for
the Boros and Izzet respectively) or black (for the Dimir
and Orzhov). If the strongest cards have been white and
green, then I wouldn't advise pulling the Footsteps. It's
unlikely that you're going to be able to make a deck work
with those colors. Instead, it's better to stick to the
white and try to find an easier road.
If I could only give one piece of advice to a novice Ravnica
block drafter, it's that taking chances is a good thing.
Like the Mirrodin and Invasion block formats before it, this
is a very forgiving pool. Don't be afraid to pick your
colors early. I know that it's tempting to pass up strong
multicolored cards early in favor of less powerful
single-color cards, but I advise taking chances. Think back
to all the best draft decks you've ever had. They probably
weren't full of mediocre cards. So pick the good stuff, take
a stand and force for what you want – but know when to fold.