Top cards of the Weatherlight Sealed/Booster Draft Contest!
Last week the visitors of the Dojo were asked what the five best cards in each color were for the Weatherlight set, in the Sealed/Booster Draft format. Listed below are the top draft cards in each color, sorted by rarity and color.
BLACK: Fatal Blow, *COMMON* Better than Mortal Wound for surprise value. Block his biggest creature with a 1/1 and then surprise! That big guy gets buried... Sometimes the only way to deal with Empyrial Armor. Fledgling Djinn, *COMMON* A 2/2 flyer for 2 mana is great. Watch out for its drawback though. Razortooth Rats, *COMMON* You'll have games where you'll play this on the 3rd turn, put out some blockers and just win 10 turns later. Shadow Rider, *COMMON* The only flanking 3/3. Huge against other knights. Shattered Crypt, *COMMON* While there's a chance that you won't have the life to spare to play this, the extra speed (cards go to hand instead of library) makes this at LEAST as good as Bone Harvest. And Bone Harvest is damned good. Haunting Misery, *COMMON* IMO, the best graveyard manip card in the set. After you've damaged the opponent with creatures in play, then damage him with the creatures in your graveyard. In a limited environment, you're going to rely more on creatures than direct damage, which will result in large numbers of weenies heading into both graveyards, dead blockers set him up for the kill... Spinning Darkness, *COMMON* Life-gaining and anti-creature that I can use while tapped out? Great surprise value. Strands of Night, *UNCOMMON* Gets your largest creature in your graveyard into play for the cost of a swamp. Makes Fog Elementals obscene. Hidden Horror, *UNCOMMON* 4/4 creature for 3 mana. With dark ritual, it is a possible 1st turn monster. Creature discard can be bad, but with all the cards that eat stuff out of the graveyard, it can be a benefit. Necratog, *UNCOMMON* Really hard to kill after the graveyard is full. If it gets through, it can inflict alot of damage fast. Odylic Wraith, *UNCOMMON* Huge against black, annoying against other colors, entertaining with Fire Whip. A swampwalker with a discarding ability is always welcome in my draft. You figure that many creature decks will have black in them, and the Wraith can really hurt your opponent if they are playing black. Mischievous Poltergeist, *UNCOMMON* Flying/Regenerating, the WL forcefield. Morinfen, *RARE* 5/4 flyer. In a limited environmnet, this is a BIG flyer. The cost doesn't get bad for a few turns, and if your opponent has no blockers it will be over by then. Gallowbraid, *RARE* Also a big creature in a large field of weenies. Just like Morinfen, Gallowbraid will give your opponent a headache if they can't get rid of him fast. Wave of Terror, *RARE* You could list many reasons why this isn't as good as Crypt Rats or Savage Twister. But you won't find the Rats of God or a Twister in your Weathelight pack! The Wave IS mass creature kill that's pretty easy to cast. Even with all the restrictions and timings problems you might run into - there's not a lot of other mass creature kill around so make do with what you got. Infernal Tribute, *RARE* This card is just way too good - 3 color is a tough casting cost but to be able to get to that torch, bolt, cone quick...plus if your creature is going to die, why not get some card advantage? Urborg justice, *RARE* Nice way to repay your opponent the favor of destroying a bunch of your creatures.
BLUE: Phantom Warrior, *COMMON* The UU in the casting cost is annoying. However, this is a 2/2 that's an impact card whether you cast it on turn 3 or turn 23. Sage Owl, *COMMON* Flies, for 2 mana plus a mini-browse. Nice. Fog Elemental, *COMMON* 9 Breezekeeper killer or a flying blue bolt. 4 damage for 3 mana. Not bad. Great anti-beat-down card. People often feel stupid trying to kill it. Flux, *COMMON* Got a hand of useless cards/lands late in the game? Throw them all away and get a new hand. Mana Chains, *COMMON* Will destroy most creatures eventually. Opponent: 1st turn Rogue elephant You: 1st turn chains Elephant: Ouch! Phantom Wings, *COMMON* Keeps a creature out of the graveyard, by unsummoning it when you need to. Also makes it a flyer, all for only 1 and a U. Disrupt, *COMMON* Force Spike and replaces itself. Vodalian Illusionist, *UNCOMMON* Even if you CAN'T find any dirty tricks to do with it's targeted phasing ability (unlikely!), it's still a 2/2 for 3 mana. Abduction, *UNCOMMON* Often just a trade for an anti-creature spell. In an environment that prizes anti-creature spells, this can be a very good thing. It can deny the opponent one of his good creatures, but since it goes back to his control when it dies, and alternate use is on your own creature, in much the same way that Phantom Wings works. Cloud Djinn, *UNCOMMON* Basic beatdown for one colored mana. Block? This thing will be tapped almost all the time anyway! Relearn, *UNCOMMON* Graveyard manipulation of a different sort. Cast your only counterspell-type thing, your only big-damage fire spell, etc., then get it back to cast again. Good draft recursion. Teferi's Veil, *UNCOMMON* Very good with Fog Elementals or phasers, makes anti-creature much less effective if sorceries don't work. Ancestral Knowledge, *RARE* The low casting cost makes it easy to draft without having to build a whole deck around it. Good to have in your opening hand or to draw on turn 20. It's more powerful here than in constructed you're playing with a 40 card deck instead of 60. With the high probability that some of your POWER cards will pop up when you play it, it's like a multiple tutor.
GREEN: Rogue Elephant, *COMMON* A no-brainer. Even without Harvest Wurm to bring the forest back, a 3/3 for G is too good to pass up... Redwood Treefolk, *COMMON* There are better attacking creatures for Green in this set. But this is easier to cast (one G instead of GG) and can outlive the higher powered cumulative upkeep creatures that you might have drafted instead. That is, this can block those Arctic Wolves or Uktabi Efreets and when they can't pay the upkeep anymore, the Treefolk will still be around. Briar Shield, *COMMON* A +1/+1 and then Giant Growth. The surprise factor is missing, and it can't be cast as an instant the armor of thorns, but it's still 3 extra damage when you need it, and can make some small creature incinerate proof for one go round. Choking Vines, *COMMON* It's no rock slide. But it'll do. Better than Sandstorm as it's useful against bigger creatures (like a fog). But, unlike fog, it'll kill weenies. Vitalize, *CONMON* Great suprise card that can translate into creature kill via blockers that your opponent didn't expect. Uktabi Efreet, *COMMON* Even though it won't be around too long(cumulative upkeep), the Uktabi Efreet can make its presence felt. A 5/4 creature for 2GG isn't too shabby in rochester/booster draft! Fallow Wurm, *UNCOMMON* Strong creature with small casting cost and a minor drawback. good early or late in the game. Green mana is fairly easy to get, and discarding a land is often not a problem. Barishi, *UNCOMMON* If you don't have a card like Haunting Misery to utilize your creatures after they've gone the way of all flesh, they aren't doing you much good in the Graveyard. So why not bring 'em back with this guy, a Feldon's Cane for creatures? Llanowar Behemoth, *UNCOMMON* Big and easily pumped. Downdraft, *UNCOMMON* Flyers are BIG in this environment - this handles flyers very well. Gaea's Blessing, *UNCOMMON* Low cost deck tightening and recursion for you. Can be used to defuse the opponents graveyard if he has good graveyard manipulation cards. Tranquil Grove, *RARE* Okay, so it's rare, but it would still be fantastic in a creature-and-sorcery filled deck. Gets rid of those annoying things like Emperyal Armor and Serra's Blessing. Dense Foliage, *RARE* Keeps creatures safe from spells and effects. This makes the game a battle of creatures. Green has fat creatures which will win most battles. Fungus Elemental, *RARE* If you HAVE to cast this early, then you have a 3/3 for 4 mana. That's your basic good ground pounder. Cast late in the game, when you need big creatures, you can probably make it HUGE! Call of the Wild, *RARE* If you just draft creatures, massive card advantage. Aboroth, *RARE* Huge and cheap. Will be an 8/8, 6/6, 3/3 to attack with... not bad.
RED: Thunderbolt, *COMMON* A no-brainer. Not effective against ground creatures, but you can still blast the opponent if he doesn't put out any fliers. But then again, everyone drafts flyers. Firewhip, *COMMON* The Fire Whip is a very good card in any sealed deck playing red. Why? Because it can poke at your oppnent and it can kill most weenies, assuring an easier win. Bogardan Firefiend, *COMMON* This creature can do at least 4 damage for 3 mana. Even if it's blasted as soon as it comes into play, you can poke your opponent for 2 damage, or kill one of his smaller creatures (again, not graveyard manip, but very efficient). Bloodrock Cyclops, *COMMON* 3/3 for 3 mana. Any questions? Orcish Settlers, *UNCOMMON* When a player is dealing with three- and more color decks, land destruction at the right time, and against the right lands, can completely shut down your opponent. A late game killer with tons of mana on the table. It can be a near armageddon. Cone of Flame, *UNCOMMON* multiple target direct damage. Up to 3:1 card advantage. Heart of Bogarden, *RARE* Here's a case were the RR in the casting cost hardly hurts. Many times you'll WANT to cast this late in the game. So you can include this with only a few sources of red mana (I'd say 4 in a 40 card deck). Of course, in decks that have a lot of red it's even better. But the main point is that if you don't draft this, somebody is going to play it against you! Thundermare, *RARE* This guy does some serious damage. Combine with winding canyons or flash to cast during opponents turn or use vitalize to untap and roll over opponent. Maraxus of Keld, *RARE* Can be disgustingly powerful when played at the right time. Fervor, *RARE* I can attack with creatures as soon as they come into play? I can use vitalize to untap them and block? Firestorm, *RARE* It's a situational card but the very low casting cost (R) and the great flexibility make up for it. Since you know it's in your deck, you can sandbag land in your hand so that losing the cards won't hurt much when you finally do draw and cast it.
WHITE: Empyrial Armor, *COMMON* Natch, I'd heard this card called "broken" in these sorts of tournaments. Draft it either to use yourself, or as a defensive pick. It would be bad to pass this up unless you have several ways of dealing with it in your deck. Third turn armor usually equals game, since a 5/5 that early in the game is pretty hard to deal with. Heavy Ballista, *COMMON* This is so strong in creature vs. creature battles that it's close to broken. And it attacks for 2 when there aren't any blockers to take out! A steal for 4 mana and only 1 of those colored. Benalish Knight, *COMMON* Insta-Knight! Another "effient" card, can serve as a surprise blocker. Think of it as as an easier to cast Nekrataal that only kills creatures with a toughness of 2 or less. Can also be cast at end of opponents turn to act as a psuedo "no summoning sickness" creature, that when cast at the right time, will be an almost guaranteed 2 points of damage. Duskrider Falcon, *COMMON* Flies, it's protection black, cheap. Ardent Militia, *COMMON* Only one colored mana, 2/5 non-tapper... winner. With a defense of 5, it will not usually die if it attacks. Since it does not tap when it attacks, it can attack with little worry. Mistmoon Griffin, *UNCOMMON* Unless you're unlucky enough to have this as the first creature you lose, this is pure card advantage. You might even get one of your fatties back! Serra's Blessing, *UNCOMMON* A reusable Vitalize. Devastating when used with fervor. Really great with creatures that have tapping abilities, as it lets you attack with them and still use their abilities on you opponents turn. Foriysian Brigade, *UNCOMMON* Good blocker. Master of Arms, *UNCOMMON* Hard to get rid of. Ties up a big blocker indefinitely, or hits for two damage. Peacekeeper, *RARE* Draft is based on creature attacks. If your opponent cannot deal with it then you have stalemated the game. Then you can wait till you have a cerature advantage, or wait for that X-spell to show up. Drawback is that it's an easy to kill 1/1 creature. Alabaster Dragon, *RARE* Six mana is the going price for a 4/4 flyer in this series. This one is extra hard to get rid of!
ARTIFACTS: Mind Stone, *COMMON* Good early to get those 4CC fatties out on turn 3. You don't get colored mana out of it like a diamond, but you never draft the right color diamond anyway! And, of course, it replaces itself with it's cantrip sac feature on demand. That's the key reason I'm rating it so highly. If you have this, it MUST be put in your deck. Serrated Biskelion, *UNCOMMON* Kills small regenerators, messes with creature combat calculations, and can attack. A 2/2 creature for 3 mana is a good deal anyway. Chimeric Sphere, *UNCOMMON* It can be a flyer, or a 3/2 creature, or just an artifact. A creature that isn't a creature, it can be a surprise blocker, or a hard-to-block attacker. If the opponent can't block flyers, this one can do 3 points to him for 4 mana of any color. (2 makes it a 2/1 flyer, it flies over blockers, then before the damage-dealing step, make it a 3/2 ground creature). Jabari's Banner, *UNCOMMON* A great card that can leave your creatures unblocked or your opponents creature dead. Slightly limited because you have to use it before blockers are declared for it to be effective. Mana web, *RARE* In drafting, opponent will have 2 or 3 colors, by making them tap out one color all at once, upkeeps and other non-main phase costs are much more costly. Null Rod, *RARE* Hoses Chimeric Sphere and most other good artifacts.