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Argothian Treehouse
with Andy Van Zandt
MMD Draft -
Black Affinity
Darksteel has sped up the
mirrodin limited format considerably, and it has
unfortunately become much more difficult to draft a
"control" deck that can
put up an adequate defense fast enough. One of the many
good examples of
this is how strong the black "affinity" build has
become. Many people would
say that black got the most solid commons out of
darksteel, with cards like
echoing decay, dross golem, and chittering rats. Add
these in with the
mirrodin Nim cards and you've got a force to be reckoned
with. Since the
nim aren't generally defensive creatures, this often
ends up being an
excercise in speed.
What to draft:
In the Mirrodin packs, you really need those Nim first
and foremost-
shrieker preferably, but lasher and shambler still being
very deadly.
After that, your equipment is extremely important.
Remember, on top of
the equipment's own bonuses, every nim gets an extra
power. This means
slagwurm armor is AMAZING in this deck. +1/+6 to your 4
power lasher makes
a mean monster very early in the game. Bonesplitter, of
course being quite
nice as well, plus some scimitars. All of these come
down on turn 1 and 2
without slowing down your actual beaters, which is also
why hoversail is
good- get those lashers airborn. So snag those early
equipment... and
those mid-late tooth and scale of chiss-goria.
Seriously. They often come
down for free, and instantly, making them in many cases
like a FREE
bonesplitter or scimitar at instant speed. There's some
nice uncommon
equipment too, snag those as you see fit (and nightmare
lash is optimal-
while empyrial plate in a deck that wants to empty its
hand very fast is not
so snazzy, as far as pants go). Then draft as many myrs/talismans
and
artifact land as humanly possible (off color doesn't
matter), and toss in
some frogmites and enforcers if they come up. Don't
forget removal- terror
and irradiate being cheap enough to shove guys out of
the way, and consume
spirit being either reasonable removal, a nice
burn-style finisher, or
something that will swing a race solidly in your favor
with the life gain.
If there's nothing else, even for a splash color, go
ahead and grab some
off-color spellbombs/chromatic spheres... they pump your
guys early, and
aren't disadvantage when you get slowed down.
In the Darksteel pack, while chittering rats are nice,
for speed you
usually want the dross golems and vulshok morningstars
beforehand, then
echoing decays/other removal, then grimclaw bats... then
rats. There's some
nice artifact land readily available for your mid/late
picks here, too.
Arcbound workers, stingers, and hybrids all compliment
the deck well (in
roughly that order; 1/1 on the first turn that can nick
your opponent for a
couple, and give bonuses to your nim by being cheap
artifacts later are very
nice indeed). Whispersilk cloaks, while expensive in the
deck, do protect
your 1 toughness guys while letting them swing in for 7+
mid-game. Bolas are
cheap, and let you tap down dudes so your men can get
through (most of all,
flying guys to let the shriekers through).
How to play:
Concentrate on getting the creatures down first, you can
lay whatever
artifacts you didn't get down during the first two turns
-after- your guy
loses his summoning sickness (assuming you didn't snag
some greaves, which
are superb for this deck and come down turn 2, almost no
matter what).
Dross golem is your turn 4 play, not your turn 3 play
(unless you had no
other creature to lay), because that extra turn often
means he only costs
you 1 or 2 mana to play, thus optimizing your
productivity during those
turns. (dross golem turn 3, nim lasher- swing with 3
power creature turn 4
is not as good as nim lasher turn 3, dross golem,
morningstar- swing with
the much bigger powered lasher turn 4). Very often, the
most dangerous
thing for this deck is pingers, such as viridian
longbow, spikeshot goblin,
and granite shard. These all can put a serious crimp in
your team in short
order, so odds are you'll need to be able to handle them
with some artifact
kill from a secondary color- green and red offering nice
cheap options for
this, along with predator strikes or burn as finishers.
Other than that, remember that you're a beatdown deck.
If you're not
attacking more than 1 turn at a time, you're probably
losing. Happy
lashing.
Questions? Comments? Suggestions? Send me an email.
You can reach
Andy at: andyvanzandt@hotmail.com
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