Top cards of the Mirage Sealed/Booster Draft Contest!
Last week the visitors of the Dojo were asked what the five best cards in each color were for the Mirage set, in the Sealed/Booster Draft format. Listed below are the top draft cards in each color, sorted by rarity and color.
BLACK: Dark Banishing, *COMMON* This will kill any creature in Mirage except for a Melesse Spirit - ok? The standard in creature removal. Just a no-brainer. Should be the first or second card out of nearly any pack. Shadow Guildmage, *COMMON* Just keep this guy on the table, leave a red or blue (especially blue!) untapped and the opponent has endless tactical problems. Both creature destruction and creature protection, will draw creature destruction if you are using it correctly, in draft formats, plenty of people get a ton of skulks/tar pits for a speed black deck, so you need a reuseable way of slaying them. Bone Harvest, *COMMON* Often winning in the limited environment comes down to who can play the most creatures. Getting double duty out of an entire graveyard worth of creatures for only one Black mana makes this worth playing even if it's the only black spell in your deck. Effectively nullifies your opponents limited suppply of creature removal... devastating. Cadaverous Knight, *COMMON* Flanking, regenerating weenie for a decent price.. sign me up. Dirtwater Wraith, *COMMON* You don't splash black just to play this but it's the reason some people don't splash black - they're afraid of it! Even if your opponent isn't playing black, at the worst you'll use this to take out one of his 3 power (or greater) creatures. Skulking Ghost, *COMMON* Cheap flyer. Gravebane Zombies, *COMMON* Solid, almost impossible to get rid of, can kill flankers before dying. Kills a fatty and keeps Coming Back. There is no way To get rid of this guy without shuffling your opponents library. Dark Ritual, *COMMON* If you know you're playing black, get the fast mana. Drain Life, *COMMON* DD, Creature Removal and a Life Gainer in one. Heavy commitment to black. Stupor, *UNCOMMON* With the low amount of mass destruction effects in both Mirage and limited format in general, people usually don't sandbag land or so-so creatures in their hand. If they have, they play 'em. That means that a Stupor cast later in the game will probably nail TWO situation dependent cards - like a damage prevention spell or a combat surprise instant. Not bad when you cast it on the 3rd turn either! Catacomb Dragon, *RARE* In an environment where critters rule, this card is huge. Aside from flying, it's special ability lets it take down most critters, is hard to kill, crushes most other fliers in combat, dark banish/nekrataal proof, etc... Abyssal Hunter, *RARE* An Icy that kills weenies. Really cruel with power enhancers.
BLUE: Ray of Command, *COMMON* Ray one of their creatures as they atack and kill block one of theirs w/it or ray their best on your attack.. great card. Never leave this out of a limited format deck. The biggest problem is not having your eyes open REAL WIDE when you draw it. Power Sink, *COMMON* Not only does it usually take out a big threat card (or preserve one of yours) but, since counter magic is pretty rare in limited format, once you've played it the threat of a power sink changes your opponents game after the first game. Thirst, *COMMON* Good creature control for blue. Sandbar crocodile, *COMMON* He's just damn big. Azimet Drake, *COMMON* Cheap flyer, good both as an attacker and for blocking a lot of the smaller flyers. Suq'Ata Firewalker, *UNCOMMON* Pokers are strong in limited. Hard to kill. Dissipate, *UNCOMMON* Stops Hammer recursion, stops that big torch. Counter magic is very good in limited formats. Harmattan Efreet, *UNCOMMON* The ability to make any creature Flying, Especially a fatty, is awesome and often game breaking. If you are playing heavy blue, this card is extremely good. Mind Harness, *UNCOMMON* There are enough red and green creatures put in opposing decks that you make this a main deck card if you have it. Probably worth splashing blue just for this unless that will overextend you. Mystical Tutor, *UNCOMMON* Winning in limited can come down to who plays the first big card that the opponent cannot deal with. If your big card is a Sorcery, Instant or Interrupt, then the Mystical Tutor gets it for you faster. Mist Dragon, *RARE* Big blue flyer, hard to kill. Cerulean Wyvern, *RARE* Big, pro-green, slightly expensive, this card is great for limited.
GREEN: Granger Guildmage, *COMMON* Reuseable Direct Damage, and first strike, very near a no-brainer. Wall of Roots, *COMMON* The humble wall of roots. Gets your fatties out at LEAST one turn sooner and keeps opposing weenies off your back. It stalls your opponents game and speeds up yours. Jungle Wurm, *COMMON* Fat. Not the best attacker, but excellent blocker. Giant Mantis, *COMMON* Not killed by a single incinerate and blocks fliers. There are enough flyers in the MI environment to make the Mantis an excellent defensive card. Jolrael's Centaur, *COMMON* Practically broken in this limited environment. Get him on the table and it'll probably be awhile before they can get anything out large enough to kill him. Armor of Thorns, *COMMON* Versatile. The ability to play either way is very powerful. Crash of Rhinos, *COMMON* HUGE HUGE HUGE HUGE!!! Locust Swarm, *UNCOMMON* Flying, Regen, AND a cool special ability to boot. Excellent for holding off the weenie tide. Nettletooth Djinn, *UNCOMMON* Fast, big creature. Manageable drawback. Femeref Archers, *UNCOMMON* Green is usually weak against flyers, this is the perfect response. Unyaro bee sting, *UNCOMMON* Targetted destruction is amazing in a limited enviorment. Maro, *RARE* Draw him early and he'll be much too big for anything without regeneration to handle. Draw him later and you can make him big by not playing land for awhile. Big, four mana, no drawbacks. Just summon him and let the other guy worry about dealing with him. Canopy Dragon, *RARE* A 4/4 that can fly. A "deal with it or die threat" and in the limited environment there aren't all that many ways to deal with 4/4 flyers. Prefered Selection, *RARE* Sac one turn drawing/playing this and you get better draws the rest of the game. Plus, your impact cards turn up TWICE as fast.
RED: Kaervek's Torch, *COMMON* "I got torched". "I was delivering the beatdown when he torched me." "He drew his torch first and that was game" "I was in trouble when I made a brilliant play and drew my torch" Incinerate, *COMMON* Direct damage in draft is often game. Ekundu Cyclops, *COMMON* One of the biggest boys for the CC. Blocks flankers and lives to tell the tale. Burning Shield/Searing Spear Askari, *COMMON* Great Flankers, good special abilities. Wildfire Emissary, *UNCOMMON* Pro white pumpable 2/4 for 4 mana. Sounds like a plan to me. Volcanic Geyser, *UNCOMMON* X-Damage. Instant. Strong. Hammer of Bogardan, *RARE* The key is the RR in the casting cost, not the RRR in the recovery cost. Recursive direct damage can win all by itself in limited formats. Reckless Embermage, *RARE* King of the pokers. No blockers? He'll deliver 4 points of beatdown per turn. Blockers? He'll help get rid of them. Awesome. Volcanic Dragon, *RARE* Burn and fat is good. Torrent of Lava, *RARE* Clear the board, mass destruction, X-spell. Subterranean Spirit, *RARE* It can kill weenies, it's fat, and has protection from red.
WHITE: Pacifism, *COMMON* Creature removal. About as good as it gets in Mirage. Ekundu Griffin, *COMMON* Flying first striker. Teremko Griffin, *COMMON* Flying and banding, awesome if you have more than 1 flyer on the table. Ward of Lights, *COMMON* Versatile, possible creature kill or counterspell. Healing Salve, *COMMON* Gains you life advantage or keeps your creature alive. Good surprise factor. Disenchant, *COMMON* Versatility. So many dangerous enchantments, it's good to have one. Afterlife, *UNCOMMON* An expensive swords, with (usually) minor consequences. If your opponent has no fliers, then turning one of your stalemanted creatures into a spirit can finish the game. Shadowbane, *UNCOMMON* Damage prevention against black or red. Nice anti-torch card. Melesse Spirit, *UNCOMMON* It flies, it has protection from black...awesome for draft. Sacred Mesa, *RARE* Overwhelm your opponent with a flying swarm. You couldn't even stop them with a Patriot missile installation. Pearl Dragon, *RARE* Not the sexiest creature but it IS a 4/4(or bigger) flyer. Sidar Jabari, *RARE* HUGE in combat situations.
ARTIFACTS and MultiColored: Telim'Tor's Darts, *UNCOMMON* A consistent non-creature damage source. In a creature stalemate this card can be the deciding factor. Phyrexian Vault, *UNCOMMON* People forget how strong this card was in the Mirage only Arena season. It's this simple - if you get into a creature war with your opponent and you have a vault out and he doesn't - you'll win. Card advantage in the extreme. Makes them pay for using spells to kill your creature. Basalt Golem, *UNCOMMON* Take out any 3/X creature of opponent's and survive... also, most creatures in mirage wont have a problem with the wall tokens. Can really decimate a smaller creature deck. Like a cheap ovinomacer. Amber Prison, *RARE* Excellent creature control. Lockdown whatever is giving you the most trouble and if they lay something thats worse just untap it and lock the other item down. Beter than an AMulet of Unmaking in that its completely reusable. Best artifact pick in MI. Useful on offense or defense - you really can't ask for more for 4 colorless mana! Versatile enough to be a nearly automatic selection. Grinning Totem, *RARE* Even if you can't actually play the card you end up choosing, it's a tremendous way of getting the best card out of your opponent's deck, a mini-Cap, and seeing what game enders they do have. And if you _can_ cast the Torch or Banishing or whatever you grab, all the better... Savage Twister, *UNCOMMON* Like a Wrath of God, almost always spells massive card advantage. One of the best draft cards, period. Nearly the only mass-destruction effect in the set. Frenetic Efreet, *RARE* The card advantage can become insane if your opponenet is unlucky and they get sufficiently annoyed w/ it... averages 2 to 1 card advantage. Energy Bolt, *RARE* A weak X spell, but still an X, with added flexibility.