I’m writing this a few weeks after the fact, but on this day I went down to Isle of Gamers in Santa Clara to play in a prerelease for the new Magic: The Gathering set, Battle for Zendikar (BFZ).
You always head to one of these sealed deck events hoping to get a nice pool of cards that works well together. In the case of BFZ, that meant a neat Allies deck, maybe a grindy Ingest-Processor deck, a ramp deck which could power out some huge threats, or a strong aggro deck with some decent removal (this last one being what I got at the Journey Into Nyx prerelease). Instead, what I opened was this:
The first thing to notice in this pool is that the cards are spread pretty evenly across all 5 colors, which meant I was struggling to come up with 23 playable non-land cards for my 40-card deck in 2 colors. I don’t think it’s possible to do without playing really bad cards like Kitesail Scout. The second thing to notice is that the pool is very short on 2-drops. If you exclude the bad 1-drops (of which my pool had 4), the pool has 7 acceptable 1- and 2-drops, but again spread across all 5 colors. Which meant whatever deck I put together had to survive to turns 3 and 4 doing basically nothing – not a good recipe. Finally, I had three big Eldrazi which were nearly unplayable because I didn’t have a good way to ramp into them before I died.
It was, in short, a dismal pool. At least I got a foil Prairie Stream as my promo card.
I played my first match with the following deck, which was Blue/Red splashing a few White cards:
This is basically the worst kind of Ingest/Processor deck – card which can Ingest, but with no payoff from Processors. And I couldn’t ramp into Breaker of Armies. I should probably have replaced a Sure Strike with Smite the Monstrous, but oh well.
My opponent for this match was a 9-year-old kid playing his first prerelease. His deck was so-so, but my deck struggled to fend him off and ultimately lost a long game 1 before getting run over in game 2. My deck just didn’t have enough payoff to play for the long game.
After that match I decided to upend my deck and instead go Red/White with a Blue splash:
This was a better deck, and I won my second match 2-1 against a woman playing a pretty good Allies deck. But her deck had left out a couple of very good cards – such as Sheer Drop and Felidar Sovereign – which after we finished our match I suggested she put in. So I kind of feel like I stole a win.
And ultimately my deck still didn’t have much oomph to it, so I lost my third match 0-2 to a guy who said he’d slept only 2 hours the night before due to working late. And my fourth match also went down, though 1-2. But both times once we got to the late game their plays were just much better than mine, and I didn’t have much of an early game. So it was a mess. With one round to go I decided to call it a day, not feeling like playing for another hour for the small chance to win a pack, and with a deck that just wasn’t much fun.
With the benefit of hindsight, I think BFZ is a rough format for sealed deck. Several of its best decks have a lot of synergy, and if you have the pieces but not the payoff (as I did), then they’re not very good. There are some decks which are more modular, but I didn’t have them. Ultimately I think my pool was just too diffuse. Maybe if I’d had some keen insight I could have put together something with a little more top end that could have survived to the late game – maybe a Blue/Green with some Eldrazi. But I keep looking at it and there just isn’t very much there.
Oh well, better luck next time.
Mine had some decent synergies in the late game:
Defiant Bloodlord + Retreat to Kazandu + land = drain for two
Defiant Bloodlord + Vampiric Rites + sacrifice a creature = drain for one plus draw a card
Vampiric Rites + Rot Shambler + sacrifice a creature = gain 1 life, put a counter on the Shambler and draw a card
and so forth.
Of course, making it to the late game in a format where my fifth round opponent consistently swung for 15 or so on turn 5 (he played Retreat to Valakut into Grove Rumbler into Blighted Woodland, swinging with the 7/5 trampler, then cracking the Woodland for an additional two lands and +8/+4). 15-power tramplers are hard to handle. I survived that round via a timely Rolling Thunder and Radiant Flames.
My first round opponent had the Allies deck – trampling indestructible attackers are definitely not something you want coming at you. My third round opponent had the Eldrazi ramp deck – he had a good curve and enough removal to get to his fatties. I lost to both of them.
I’m not sure how good a sealed format it is – we’ll have to try it out a bit more :<)