Attention to Detail #31
Ripple Ripple Ripple
by Jordan Kronick
July 21, 2006
I usually pride myself on some clever article
names. My secret desire to eventually become one of the
people who writes card names and flavor text expresses
itself in the interesting way I deliver these columns. But
sometimes a card namer has to give up cleverness and just
make a “fire burn” name. And sometimes a columnist has to
just tell you right up front what it's all about. This week
I want to discuss the Ripple cards from Coldsnap as they
pertain to drafting. As CCC evolves as a format, these are
going to continue to be some of the most relevant and
potentially game-breaking cards there are. In many ways they
define the theme of the format as well as how it plays out
at the draft tables. Understanding just what's good, what's
overrated and what's a very bad idea will help you win.
Without further ado -
There are six cards which have or grant the Ripple ability
in Coldsnap. Unsurprisingly, the five that have it are
common and the one that grants it is rare. As I've come to
mention repeatedly, Coldsnap drafting is all about
consistency. Consistency is important in every draft, but
here it is necessary. In a normal draft (RGD, for instance),
having lots of the same cards is important because it means
you have a higher probability of drawing that card and
therefore can partially predict the course of the game. If
you've got three Peel From Realities in your deck, you can
be fairly sure you'll see one. When a game goes long and you
don't have many cards left in your deck, you can know that
(if they haven't come up yet) you have a very good chance of
seeing one of those. This kind of consistency is, in
general, more important on your answers. Removal is, for the
most part, removal. If you're trying to get rid of a 2/2
creature, it really doesn't much matter whether you
Disembowel it or Last Gasp it or Pyromatics it, except as
far as mana is concerned. Given the choice between a variety
of more specific removal (like Darkblast, Pillory of the
Sleepless, etc) or a concentrated supply of more generic
removal (Disembowel or Last Gasp), it's better to have the
concentrated supply. Although the specific stuff tends to be
more powerful in the right situation, it's far too often
that the situation isn't right and the removal isn't useful.
In Coldsnap, having a concentration of spells often makes
the spells more powerful. Let's look at the removal of
Coldsnap for an example. Feast of Flesh is a pretty okay
card, without the growing ability. Being able to take out a
1 toughness creature is a good thing, and you even get a
little life out of it. 1-point removal has a long and sorted
history from Death Spark to Nausea to Lose Hope. Each of
these cards can be very strong or very pointless. Although a
Nausea is great when your opponent's got a bunch of
Saprolings, it won't do much to stop the Verdant Force that
might have been producing them. Feast of Flesh provides
removal that starts out in that realm and slowly gets better
and better until it's simply ridiculous. Coldsnap has 55
commons (besides Snow-Covered Lands) in it. Each pack
contains 10 of these (since each also contains one land, one
rare and three uncommons). That means that in an 8-player
draft, 240 commons will be opened. Given even splits among
all commons, that's nearly 5 of each individual common being
opened. These numbers are often skewed and you may see a
draft with only one or two of one card and something like 10
of another. If you can be the person at the draft who
happens to get a big pile of the same common – and it's one
of the ones where having lots matters – then you're going to
be in a great position. I did a CCC draft last week wherein
I got seven copies of Feast of Flesh. The count in the draft
was exagerated because two of them were foil. Foils don't
count in the print runs (in other words, the existence of a
foil Feast of Flesh does not reduce the chance that another
feast is out there – perhaps in the same pack). When I
started the draft, I knew I wanted to play black as it's
quickly becoming my favorite color in Coldsnap. When I
opened my first pack, the only decent black card to choose
from was Feast. Despite some tempting options in other
colors, I wanted to stay the course. I got real lucky that
so many Feasts were opened, and ended up with a deck that
was very hard to stop. Luck in the print runs definitely
helps in Coldnsap, and an understanding of what cards are in
each print run (which I'm only beginning to understand for
this set) can be extremely useful. Sometimes you'll decide
to pick a card which matters in multiples and the multiples
just won't show up. Either other people are picking the same
card or they're just not showing up. This can leave you a
deck which is at crossed purposes with itself. Lots of cards
that matter in multiples, but none of them the same.
So now you understand why consistency is so important in
Coldsnap. How does this matter for ripple? Well, while each
of the Ripple cards has an effect without it's Ripple
ability, none of them are particularly exciting. A 2/1 first
striker makes a decent meat shield for your deck, but it's
probably going to get hit with one of those Feasts of Flesh
I just mentioned. Now three or four 2/1 first strikers
presents a whole other problem. Once you decide to go with a
Ripple card (a choice which should be made very early in a
draft – probably the first three picks) you need to get as
many as possible. It will be a very rare day when you get to
deckbuilding and decide you've got “too many” of a ripple
card. That being said, not all Ripple cards are created
equal. Some of them are devastating and some are just a
nuissance – for various reasons. Let's start with that
Soldier.
Surging Sentinels may, on the surface, seem like the best
Ripple card. After all, it's the only rippling creature. And
it can provide you with a daunting wall of first striking
blockers or a very strong attack force very early in the
game. The problem with Surging Sentinels is that everybody
knows how great they are in multiples. Everyone wants to be
the person who managed to get 7 of them in the same draft
and won every game on turn 3 by concession. As such, they
tend to get picked highly. Anybody who sees one coming
around 5th pick or later is going to have a strong reason to
pick it. Aside from it's rippling ability, it's pretty
decent on its lonesome. Even if you don't manage to get a
pile of them, it's still a creature you want to have in your
deck. First strike almost never sucks, after all. For this
reason, it might be the strongest Ripple card, but also one
of the least likely to ever find another copy. This is very
much a metagame card. If you've noticed in your recent
drafts that people are starting to lean away from the
Sentinels (for just these reasons), it might be time to lean
back into them. Be on the cutting edge of the Sentinel
resurgence.
If Surging Sentinels suffers from that problem, then Surging
Flame is absolutely stricken with it. Of all of the Ripple
cards, this one is absolutely the most useful without any
other copies. 2-point red burn is always useful. And this
one has no drawback aside from the 2-mana cost. That's
hardly much of a drawback considering the potential benefit.
In my dozens of CCC drafts I have yet to see anyone get a
successful ripple off of this card. They are simply picked
too highly. It's very efficient burn and red is already
pretty shallow in Coldsnap. If you're playing red you
definitely want this, regardless of whether you have any
others. Don't pick this based on whether or not you think
you can get another one. Pick it because it's burn. You
won't be disappointed.
Surging Might provides a very interesting dilemma. It's a
lot easier to pick up a bunch of them than Surging Flame and
it will often make for much more damage (not to mention a
creature that's very hard to kill). The problem is that even
if you're getting the eggs for free, it's still best not to
put them all in one basket. I've seen many times where a
player dropped a Boreal Centaur on turn 2 and a Surging
Might on turn 3. They might get it up to being an 8/8 or so
with the auras. And that's great. But when, the next turn,
the opponent deals with it with Frozen Solid or – even worse
– Krovikan Whispers, they're suddenly right out of the game.
Much more than any other Ripple card this can win you the
game or it can lose it for you. Stocking your deck with
spells which can be neutralized all at once is dangerous
business. I have two pieces of advice for anyone who tries
to make Surging Might their leading edge in the deck. First
of all, try to space them out. If you've got two creatures,
you can alternate between them. If they remove one creature,
you'll still have the other to beat down with. Secondly,
always put this on a snow creature if possible. Black has
access to a lovely little card called Chill to the Bone that
can be a wrecking ball against a non-snow creature piled
high with auras. For this reason, one of the best targets is
Karplusan Strider. It isn't snow, but it's ability protects
it all the same. And on top of that, it also protects it
from Krovikan Whispers and Frozen Solid. A fine choice for a
beater. Of course, what might be more important than a
defensible target is one with evasion. Be it trample (which
is the most likely in green) or flying or landwalk (Zombie
Musher makes a fantastic target for the Might), evasion can
make this card all it needs to be. Even if your opponent
doesn't have removal, they might find a big enough defender
to neutralize your attack. A lowly Rimebound Dead can stop
that Centaur in it's tracks, no matter how large it is. In
short, be careful what you do with your Surging Might. It's
more than just a lowly Aura, but with great power comes...
well, you know the rest.
Surging Ęther is another interesting card. Its surging
removal, like the flame, but far more likely to show up in
piles (although not very large piles). It can be truly
devastating in the early game when it can bouce a couple
creatures and any extra copies can be shot at their land to
stunt development. It's also one of the few cards in the set
that can stop a Marit Lage token. This may seem trivial, but
I've seen that token come into play far more times in the
past couple weeks than I ever thought I would. To top it all
off, it's the perfect choice for stopping something that's
been covered with Surging Mights. There are two times when
Boomerang-style spells are great. Firstly when you've only
got a couple and they happen at the right times to give you
the game. Secondly when you've got a ton of them and they
can control the entire game. Anyone who's ever been unable
to play a single spell in Core Set drafting because their
opponent had nothing but Boomerangs and Stone Rains knows
exactly what I mean. Surging Ęther embodies this split
perfectly. If you just have one or two, they probably won't
ripple together. But that's alright. You can still use them
in sticky situations when no other removal will do (like a
20/20 flying avatar token). And, of course, if you've got a
ton of them you can expect to seriously hurt your opponent's
development with an early play. The problem comes in
deciding how much is enough for that. I find the number to
be five, but it might be higher than that. If you have three
copies of Surging Ęther in your deck, they probably won't
ripple together. But they just might show up when you don't
want them all. Like in your opening hand. Blue has the only
way in the set to put stuff back on top (Survivor of the
Unseen) but three Surging Ęthers and a Survivor of the
Unseen already sounds like a losing deck. In the end, I
would say that you either push for a ton of these or stop
early. If you've got three in your pool for deck
constructed, play one or two but not all of them. They
probably won't be as relevant as you're hoping they will be.
This brings me to my favorite Ripple card. Surging Dementia.
In many ways this seems like the weakest of the bunch. It
doesn't affect the board like Flame or Ęther. It doesn't
give you more permanents to play around with like Might or
Sentinels. However, of all the surging cards, it stands with
Flame as the two cheapest. And, played on turn two, it can
be the most devastating in large numbers. I played a deck
last night where I started out from the first pick taking
every Surging Dementia I could, just to see what would
happen. I ended up with seven in my deck (one foil – there's
that again). I simply could not lose a game. Every game I
started with one (and only one) in my hand. And every game
on turn two I got at least three cards out of my opponent's
hand. With that many non-dementia cards rippled off my deck
(12 rippled plus the 8 cards I'd drawn so far) that left me
with 4 Surging Dementias out of the remaining 20 cards in my
deck. 1 in 5 is pretty good odds to draw one while it's
still relevant. This deck was aided by having three of
another amazing discard/bounce card – Blizzard Specter.
Don't count on getting three of the same uncommon in your
deck, but remember the Dementia. And if you're not playing
black (or simply not picking dementias in favor of something
else), keep an eye out for them. If you see one in 10th pick
or so and there's nothing terribly relevant for you left in
the pack, take it. You don't want your opponent ending up
with it. If one person at the table manages to get them all,
they will probably win the draft with a pinch of luck. If
you haven't played Coldsnap draft yet, you might think that
I'm overstating the power of a 2-mana 1-card discard spell.
The first time you lose on turn 2, you'll know just what I
mean.
The last card to make this section is Thrumming Stone. As
the ripple-enabler for the set, it seemed appropriate to
mention it. Thrumming Stone is one of those tempting cards
like Fluctuator or Memory Crystal that makes you think crazy
thoughts about crazy combos. While the Fluctuator and the
Crystal both accomplished these things, think again about
the Stone. It costs 5 mana. That's the first nail in its
coffin. The second nail is that it relies on getting a lot
of other cards which are the same as each other. The third
nail is that these cards have to be relevant on turn 6. It
might be a simple matter to get a draft deck with 8
Kjeldoran Outriders, but do you really want to be drawing
them (or rippling them) on turn 6? Or would you rather be
playing something big and relevant. Thrumming Stone will
tempt you. You will open it in your first pack and think
“what if”. My advice to all of you is to pass it along and
pick the Surging Dementia. It will serve you better in 9 out
of 10 games. The one you lose will just have to be written
off as not having been worth it.
So that's my thoughts on Ripple. It's one of the most
interesting mechanics I've ever seen, as it seems
tailor-made for draft, despite being based on consistency.
That's an oddity that rarely shows up in Magic. Coldsnap
drafting is a very unique format. Have fun while it lasts. I
hear Time Spiral will be just a little bit bigger.