The
Southwestern Paladin
Putting It All Together -- Drafting the Kamigawa
Block
by Jeff Zandi
June 10th, 2005
Now that Saviors of
Kamigawa has been available for a couple of weeks, it's time
to examine Kamigawa block booster draft strategy more
closely. If you are one of those guys that only play
constructed formats, this article may not be for you, so
feel free to keep practicing for Regionals. I'll have some
tasty things to say about preparation for Regionals next
week. If, however, you're like me and you LOVE limited
formats, then get excited about Champions/Betrayers/Saviors
booster draft, I think the format is very skillful and
well-balanced.
The first time I drafted with all three sets together, I
felt like I didn't know the cards of Saviors anywhere NEAR
well enough to make good decisions.
While it's all well and good to try to get to know Saviors a
little bit before you start drafting
Champions/Betrayers/Saviors, don't wait too long to get your
feet wet in a CBS draft. You simply cannot learn enough
about the value of the cards in a new set until you play
with them in different formats. Most importantly of all,
your Saviors draft choices are going to be guided by the
thirty card selections you will have already made from the
Champions and Betrayers packs. In CBS draft, by the time you
crack open your Saviors booster pack, you should have a very
good idea of what your deck is and what you need from the
third pack.
The big story about CBS draft is that the complex nature of
the new set has not significantly slowed down Kamigawa draft
decks. Some players thought that between Savior's "hand size
matters" theme and the overall complexity of the set, the
best decks produced in CBS drafts would be slower. So slow,
thought some players, that it would become appropriate to
play second in booster draft matches. I do not believe that
this theory is holding true.
The best player in Texas, young Mr. Brent Kaskel, believes
that aggressive is still the way to go in CBS draft. Brent
is famous for focusing on fast, cheap to cast cards to such
a degree that he will pick a fast card like Glacial Ray over
extremely powerful rares that cost more than five mana.
Most weeks, you would be hard pressed to find more than one
or two cards in Brent's whole deck that cost more than three
mana.
The rest of this story is focused on one general color
combination that I like to draft in the new CBS draft
format. Even if you draft other colors, however, I think
there are lessons in this story worth learning that apply to
Champions/Betrayers/Saviors booster draft in general.
DRAFTING THE GREEN/RED DECK
People who know me (they're already nodding their heads) can
attest that I really like to draft red from year to year,
and in the current CBS format, like a month ago in the CCB
draft format, I like to draft red/green. I think this draft
strategy would better be identified as green/red because the
emphasis of your deck is more often going to be on your
green cards. Red was a popular color in CCB drafts and was
already NOT particularly deep. In CBS draft, red is still
popular, but even less deep than in the past. Green is
extremely deep, but not nearly as popularly drafted as red.
In my most recent green/red draft, I drafted Honden of
Infinite Rage as my first pick. It's not exactly news to
anybody that this is a great first pick, but I think this
card is even more important in CBS draft. I was personally
very sad the first time I drafted CCB instead of Champions
x3. I got that same feeling the first time I drafted CBS.
This is simply because I got used to opening MORE packs of
Champions and I got used to being able to draft multiples of
the good red commons in Champions. For example, it will be
extremely rare to get two Glacial Rays in a deck anymore,
not with only one Champions pack being opened by each
player. Glacial Ray remains a higher pick than Honden for
the red player, but Honden has become just about the best
common or uncommon red card you can choose first from your
Champions pack. In the competitive market for red cards in
the first pack of CBS draft, Honden of Infinite Rage becomes
more important because it makes less popular but available
cards like Crushing Pain more playable.
Green common cards that were popular for green/red in CCB
are still the most desirable for CBS, but as in the case of
all quality Champions cards, must be selected earlier in
drafts. This is particularly true with utility cards like
Kodama's Reach, which you USED to be able to draft with a
fifth or sixth pick or even lower in EITHER of the first or
second packs. If you see Kodama's Reach in a CBS draft, and
you're interested in green, you have to take it a lot
sooner. In the Betrayers packs, the value of hate cards for
opponent's flyers has increased, so draft Matsu-Tribe Sniper
and Traproot Kami EARLY AND OFTEN. I had been avoiding
drafting Traproot Kami all this time, because when I play
green, I want to play aggressively and I don't want any
walls (sorry.creatures with the Defender ability) in my deck
when I'm trying to be aggressive. Trent Boneau is one of the
top players in Texas and admittedly prefers control
strategies in both his limited decks as well as in his
constructed efforts. Trent has educated me over the past
month in the tremendous value of Traproot Kami. Okay, it
can't attack, but let's focus on the positives: it only
costs one mana to cast, it blocks flyers, it's a Spirit and
best of all, its toughness is equal to the number of Forests
in play (including your opponents' Forests!). Flying
creatures are the natural enemy of the green deck, Traproot
Kami helps solve that problem.
Among the other cards you need from Betrayers for your
green/red CBS draft deck, there is no more important
uncommon than Budoka Pupil. It is SO easy (especially with
cheap Spirits in your deck like Traproot Kami) for the green
player to play the Pupil on turn three and then play two
cheap Spirit creatures on turn four to flip your Budoka
Pupil into the literally game-breaking Ichiga, Who Topples
Oaks. Once again, this card was ALREADY very popular in CCB
draft, but I feel this card is even better in the CBS draft
format. Other less popular cards from Betrayers that I think
are now more valuable for your deck include Roar of Jukai,
Splinter and Uproot. Roar of Jukai is now a little better
for the aggressive green deck designs as CBS decks include
(and therefore attack with) more creatures and fewer tricks
than in the past. Uproot and Splinter are sideboard cards,
but important ones you should think about in the later picks
of the Betrayers round of the draft. Artifacts are less
prevalent in CBS draft than in CCB or CCC, but when your
opponent plays Umezawa's Jitte or some other powerful
artifact, you will be glad you have Splinter in your
sideboard. Uproot is an important defense against any Genju
land enchantments that your opponent might be playing.
When you break open your Saviors pack, the green/red drafter
is going to be quite pleased with the choices available to
him.
Ghost-Lit Raider is as good as it gets in Saviors of
Kamigawa in red. This card is slightly overbalanced in favor
of power (being able to deal two points of damage
repeatedly) versus weakness (this card has a toughness of
one and cost three mana to activate). The fact that this
card is a three casting cost Spirit creature puts this card
way over the top of the chart, it's easy to cast, even as a
third color splash, and as a three mana cost Spirit, it is
an easy choice as the target of one of your other Spirit's
Soulshift ability. From the best red non-rare in the set, I
want to take you straight to a six casting cost common that
many people might overlook. Ronin Cavekeeper is NOT a first
pick, but he's a creature that is easy to pick up late in
the Saviors round at the end of the draft. This creature is
MUCH better than any number of five casting cost 3/3
creatures that often end up in decks as a fill-in creature.
In the CBS format, you can play a six casting cost creature
about as easily as you can play a five casting cost
creature. Chances are, Ronin Cavekeeper WON'T be a part of
your best green/red decks, but he can be a much stronger
main deck choice than cards like Kumano's Pupils or even the
Mountainwalking Sokenzan Bruiser.
One uncommon that is disappointing me a little is
Burning-Eye Zubera. This
3/3 Zubera Spirit costs 2RR and has the ability to deal
three damage to a creature or player if it goes to the
graveyard on the same turn that it received at least FOUR
points of damage. This card can be very good.
Basically, it can block and bring down a 6/6 attacker. Your
smarter opponents, however, are not going to attack into
your Burning-Eye Zubera in ways that make your Zubera a two
for one in your favor very often. An even worse thing that
can happen is when you starting using your creature
resources differently because you actually WANT your Zubera
to take at least four damage so that you can take advantage
of its "death" ability. In the end, this card is really just
a Hill Giant with a more difficult to play casting cost.
There are two cards to look out for in red that deal damage
to a target equal to the number of cards in your hand. Most
good players are able to disregard Gaze of Adamaro easily
enough, this card can only target players.
Spiraling Embers targets creatures but is a Sorcery and has
been disappointing at times. Obviously, this card is no
Torrent of Stone, but in a draft format with fewer good red
removal cards, you will wish you could have almost ANY OTHER
red removal card other than Spiraling Embers. Red is not the
color you want to play when it comes to having a lot of
cards in hand.
If you want a GREAT common for the green/red deck that DOES
help you have a lot of cards in your hand, look no further
than Elder Pine of Jukai. I questioned the quality of this
card before I played it because I didn't want to pay three
mana for a 2/1 creature. I was wrong. This card is
phenomenal.
Every time you play a Spirit or Arcane card, Elder Pine
causes you to reveal the top three cards of your library,
putting any land cards revealed into your hand while
returning any non-land cards revealed to the bottom of your
library in the order you desire. On top of all of this,
Elder Pine of Jukai is a Spirit creature with Soulshift 2.
Sometimes your opponent will get all excited when the
ability triggers and you reveal non-land cards that you
might wish were going into your hand soon instead of
traveling to the bottom of your library. If this happens and
your opponent gets all happy about the cards that you are
NOT about to draw, they are simply forgetting the lessons we
learned in Magic a LONG time ago with Millstone. You see,
the cards that you don't draw, that end up in the graveyard
from Millstone or on the bottom of your deck with Elder Pine
of Jukai, these are simply cards that you don't end up
drawing (at least right now) and you can't worry about what
COULD have happened if Elder Pine had not been triggered.
When your Elder triggers, the Glacial Ray (example) that
ends up on the bottom of your deck is purely a hypothetical
draw that you simply won't be getting for a while, the two
land cards that were revealed with the Glacial Ray and that
are going directly into your hand, these free cards are
ACTUAL card advantage.
Card advantage is very powerful, indeed. If you get Elder
Pine of Jukai into play on turn three, you can quickly solve
your mana problems for the rest of the game with the next
Spirit or Arcane card you play.
DRAFT COMBO OF THE WEEK
Get yourself one or two Elder Pine of Jukai in your green
deck, then draft as many as three or even four Inner Calm,
Outer Strength. This Arcane instant for 2G gives target
creature +X/+X where X is the number of cards in your hand.
If you play this card with Elder Pine of Jukai in play, the
Elder triggers and resolves BEFORE Inner Calm, Outer
Strength looks at the number of cards in your hand. In one
turn, I attacked with three creatures with six mana untapped
and two Inner Calm in my hand. Two of my creatures were
blocked and only one creature was unblocked. My Gnarled Mass
jumped up from
3/3 to 7/7 after my first Inner Calm resolved, and after my
second Inner Calm resolved, I was smashing my opponent with
a 12/12 Gnarled Mass.
In the Saviors pack, the green/red drafter is going to find
PLENTY of cards that will be strong enough to be a part of
your draft deck's 'starting lineup'. The depth, especially
the depth in green, makes green/red a good choice for CBS
draft.
Of course, I would love to know what you think!
Jeff Zandi
Texas Guildmages
Level II DCI Judge
zanman@thoughtcastle.com
Zanman on Magic Online |