From: tkehoe@bbs.mpcs.com Subject: Mi/Vi/Wl Booster Drafting: Visions Date: 11 Jul 1997 11:56:29 GMT Well, I have been urged to forge on, despite the basic incoherency of my long post about the Mirage set, in terms of Booster Drafting. All I can say in my defense is that this is the sort of thing I type at 7 AM, when the world of sleep and I don't see eye to eye. Ah, Visions. I will go out on a limb and say that it's the strongest expansion printed, for Draft purposes. (Admittedly, I can only evaluate from Ice Age onward, a couple Ital-legends drafts nonwithstanding... I've always wanted to draft from the Dark...) Strong, as in, *highly* competetive decks, a fair number of game-swinging rares, and more dangerous commons than one knows what to do with. The interesting thing about the set, for me, is how miserable the uncommons are, as a whole. For every Nekrataal or Dragon Mask, there are two or three Heat Waves, Summer Blooms, or what have you. Of course, there could only be one Time and Tide. But that's beside the point. Where to begin? Each color will always have it's seperate merits, but when you throw them all together, one of the 5 in Visions is a little less flashy than the others, and therefore, I think, a better bet due to availibilty in the mid-to-late passes. So let's start with White. Well, as the rares go, only one is indesputably strong. Noone likes being on the business end of a Zhalfirin Crusader. Find a way to damage him yourself for extra yuks. Beyond him, the rares are fairly bland. Archangel, is expensive, but if any color can last that long, it's white. The uncommons offer up one of the premiere cards in the set, Miraculous Recovery. Don't be shy of it's price. It's better than a Ray of Command. Anyhow, Instant-speed blocking, graveyard manipulation, and the +1/+1 to boost. Lord. I would also the fairly innocuous Daraja Griffin, and Honorable Passage, as above-average. Longbow Archer is excellent, and Teferi's Honor Guard is nice for U/W. Then, it's on to those wacky white commons. Sun Clasp. Well. It's just about the best creature enchantment ever printed. (Spirit Link? AoT?) Usable on defense, useful for all the coming-into-play creatures... also decisively useful as a one-turn breakthrough to unsummon someone's blockers... Gossamer Chains is nice, and unkillable w/o hand destruction. The Infantry Veterans are like baby dragon masks, they push home the attackers very well early on. And those Lions are dangerous. Super-Flanker (yes, okay, nobody calls him Knight of Valor down here) *is* virtually unblockable, save for another flanker. Anyhow, the clutch card is Remedy. It has been getting more and more respect as of late, which is good, I suppose, although I'm going to miss stuffing 4 into my Crypt Rat decks. Remedy is one of those cards that often proves decisive once your opponent knows you have one. In fact, I try to always show one off early on, against certain people. You can get a lot of people to take repeated attacks from theoretically mutual-kill blockers, with the mere threat of Remedy. Anyhow, it's way too strong. Parapet is quite nice, as well. Some people talk it up like the strongest card in the set, though. It's not. Anyhow, virtually every good card in white is one-white to cast - and they lend themselves to 'splashing' very well. Especially Remedy. :) Now, Green is, admittedly, my least favorite color. And it got some lame ducks in Visions. I won't submit to peer pressure and dis the Lichenthrope - but the rares hardly bear mentioning, save for the wicked Quiron Druid. He wins games, but only long ones. The uncommons are a mess. The Wildebeests are very strong, and the Orangutan is, if nothing else, good for a few sound effects. And a word of praise for Creeping Mold. But then there's a lot of drek. I think some of the stuff like Summer Bloom and Elephant Grass should'a gotten switched down to commons. Why? Because the green commons are LUDICROUS. As a whole, they are not THAT threatening, but they represent such a quantum leap forward in what green USUALLY has to play with - it's sort of like seeing the North Koreans all start driving McLaren F1's or something. When the least dangerous common creature is a *4/4* for 4 mana... something is wrong. Sincerely, the "Bloa" and the warthog are so easy to use, they should be sold on late-night infomericals. (yes, i've seen the ads for Portal, really late on Mtv) The Warthog is about as hard to excuse as the OJ Verdict, in particular. Then, there's the Panther Warriors, which aren't THAT expensive... i've seen many drafts decided by people getting (rightfully) fearful of an early warthog or boa or what have you, and burning whatever creature removal they have, only to be mercilessly killed by the 6/3. Feral Instincts will ALWAYS come very late, and my advice is, PLAY EVERY ONE. Finally, Elven Cache is really underrated in draft. I'll gratefully forsake the element of suprise for a second Miraculous Recovery or whatever. And the problems don't stop there. Black has a couple rares I would never play with, but the Necrosavant is just vicious. I am not wild about the Spite, either: if you're going to play it, please side it out against ANYBODY with white or blue... someone *will* bust your ass with a Salve or somesuch from the sideboard. Use the Tutor at your own judgement. Black's uncommons, well, theres the Nekrataal, and the Necromancy action. It hardly needs to be elaborated on, how many ways there are to hook into the mighty power of the Nekrataal. As for the other uncommons... oh, there are others? I guess I will have to admit to a giddy love of Desolation since day 1 of Visions, and, yes, it has a place in Booster Draft. Beyond that, you're on tenuous ground. Play a Brood, if you have a 'Savant. Kids stuff. :) As for the commons. The righteous fury of the Crypt Rat is now known to all. I suppose I will never again be able to draft 6 of them, (out of only 2 packs!!) but still - my honest advice is this. He is sooo strong, in combination with all the white commons, that you really can't go wrong in assuming from the point you have your first Rat onwards, that you will be splashing White. The University of Florida still cringes en masse at the word "RATAPET". But it's the Remedies much more than the Parapet. One of the more entertaining of decks. Then, black has all its usual signature goodies... Fallen Askari is nice. Coercion is *remarkable* - but unfortunately, sometimes you just aren't playing against someone who doesn't draft anything worth Coercioning. Don't laugh! It happens. The Wake of Vultures, frankly, is superior to anything blue has to offer the Fliers. A word of warning, though - Tar Pit Cyclops are waaay too killable, in Visions. Take a coercion instead. I also wouldn't really play with more than one infernal harvest. Onward to blue, much hyped in Visions. At least it's not constucted we're talking about here... I've seen a few too many games of late with two blue players, teeth clenched, eyes wild, both with, like, 4 Manowars in hand, and no creatures on the board. Anyhow, blue got some of the best and worst of the set. I may just be way too tired, but are any of the blue rares worth drafting? Sorry for the moment of weakness. I'm almost done here and *not* going to go root through my cards like a truffle- rooting pig or somesuch. Oh, Flooded Shoreline is pretty groovy. Desertion, on the other hand, is *not* enough reason to play blue and hang back with 5 mana all the time. In the uncommons department, blue got the Ovinomancer, which always makes games amusing, at least. Less amusing, and far scarier, is the Waterspout Djinn, which, frankly, seems overpowerful. Tip for Kidz: Don't play two at once unless you REALLY HAVE TO. heh. Shimmering Efreet is vaguely useful, in a Sidar Jabari-esque way. Lord knows i would prefer a Cloud Elemental. Speaking of which, he is part of the almost too-fast blue (dare i say it) beatdown. Combined with the well-known Breezekeeper Problem (as in, there are too MANY of them, and they dont COST ENOUGH) - blue can really overrun someone in the sky. There isn't much good defence in blue, really, in Visions, but there is an incredible amount of STALL of course, in the form of Undo, and Manowar. They are in high demand in a draft with good players, but if you think you have more than one or two of each, I would say, draft and design your deck around the principle of a fast, fast kill. Leave out the fluff, and stick in the 1-3 CC rushers. It's one of a couple really viable Visions-based deck templates for drafting, usually combined with red or white. And finally, there is Impulse. Which, I think, is like a Christmas Treat for all us blue players out there. I would highly recommend splishing blue for them alone and the occasional stray Manowar or what have you, if you have something truly focal in your deck, like a Snake Basket or something. Finally, there's Red. Nominally the mightiest of drafting colors. Here it's taken a bit of a hit, in my opinion. Without a doubt, there are some fine cards. Relentless Assault *is* a game winning card - sadly, red's ground forces just aren't that scary to back it up. Lightning Cloud seems like a great idea, but in practice it usually isn't. The Phoenix requres too much commitment to red, and the other rares aren't very impactful. Red's got some lame uncommons, more than the other colors. The Piper is NOT a replacement for a honest to goodness Lure. Overcosted. Spitting Drake is all right, but in draft, the Sandstalker might get through once, but he will just be traded off for something. Even the Cyclops is pretty tame. Red's commons... suffer in competition with the other colors. Rockslide's great, but everything flies. Talruum Minotaurs are okay, but they get undone or something. If you try to hit the ground fast with keepers, goblins, lancers... you open yourself up to losing card advantage big time, to a 2 point rat, or some equally feeble measure. They just don't DO much, with the exception of the Vigilantes of Love (thanks to Brian Lee for the *perfect* card nickname, IMHO) - I suppose Fireblast is adequate, but in a draft, it makes me yearn for a good old bolt. Nothing beats bolt. All in all, red in Visions is going to need some good infusion from other sets, to compete with other colors. Note that the usual rule of weakest color = bargain cards does not hold true in this case, because, well, everybody drafts red anyhow. Some excellent multi-colored cards out there. Army Ants and Mundungu are both very real threats. I am fond of the Tempest Drake, especially with a Sun Clasp or some such good white support. I don't even want to think about Scalebane'e Elite...they kill me. The bigger fliers aren't very manageable, i'm afraid - but there are lots of nominally weak drafting rares that just skyrocket under the right conditions. Squandered Resources being one. (with an x-blaster, duh.) Righteous War... etc. An overlooked drafting card is Breathstealer's Crypt. It's easier to play with than you might think. Also, you can usually let it pass once, draft accordingly, and pick it up really late. Give it a whirl. :) There are two magnificent artifacts, Snake Basket and Dragon Mask. The Basket, of course, doesn't require much thought. Subtle players like the Dragon Mask, and with good reason. It is almost definately the best card in the set. So many cards become ghoulishly effective with the Mask... and then there's the sad fact that you can get away with attacking past stronger creatures, afraid to block because of the mask, then dropping a creature, and still having the mask for defense. Frankly, it alters every aspect of the game. Mana intensive, but WORTH IT. Play at least 18 land with it. More, even. Beyond these two, the only artifacts worth mentioning are the Kaleidescope, which, well, I am a fiend for color-bridging AND token-creatures, but frankly it's too expensive to work well all the time, ... and the Chimeras. Now, a word of caution. Drafting only one Visions pack, the chimeras are likely, dead weight. not worth drafting. But with more than one Visions, if you commit to taking every chimera (stop laughing) *and* can grab a little graveyard manipulation (stop laughing)... the Chimeras become, well, nasty. Hard to target, hard to deny. Oh, yeah, goofy old Relic Ward is out there in Visions, too. A 6/6 Flying, Nontapping, First Striking, Untargetable Chimera - well, yes, it's dangerous, but it is also, I SWEAR, not as impropable as you might think, with creative drafting. Now, if I have ruined what little credibility I have accumulated in speaking up for Chimeras, then so be it. I was going to go off to sleep anyhow. :) Remember, though: The assortment of packs is TERRIBLE with Visions. I can't say how often i've seen one set of 8 packs produce 8 solfataras and NO breezekeepers, and another set of 8 produce 8 breezekeepers and no Solfataras. Now, this is, admittedly, a real problem if you are going to draft a Solfatara deck. (laugh) But it is worth bearing in mind that you are going to see lots of the same cards over and over again. Some cards don't really become radically more effective the more you have... and some cards do. Also, it's worth mentioning, virtually 95% of Visions packs have their 11 commons in a 3/2/2/2/2 split, allowing for the odd phyrexian walker or Ring. There are freakish packs, of course, but if you see the rare and all the uncommons, you can usually tell whethere the schmuck in front of you has got himself a undo, crypt rat, rockslide, or whatever. It helps. laters Lee Hendricks University of Florida - "What *more* can we do?" they asked, implying by the word "more" that the alternative might be an effort of quantity. Or they asked each other, "What *else* can we do?" assuming that the answer might be in the "else" - something different. Their real problem was that they assumed themselves able to formulate the questions, and ignored the fact that the questions were every bit as important as the answers. -