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By: MarcosPMA, Marcos Rodriguez
May 05 2015 12:00pm
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Hello and welcome to another edition of Sealed Success!  I'm writing this shortly before the Spurs take on the Clippers in Game 7 of the Western Conference Quarterfinals and I'm hoping when this article goes up that the Spurs will have emerged victorious.  If not, perhaps I'll wallow in misery in a Tempest Remastered queue.  Tempest Remastered will come out the day this article goes up and I'm excited to draft the set.  I wasn't around during the original Tempest block (nor do I think I would have been able to read the cards), so getting to draft it in a "modern set" is something I'm looking forward to.

As I said last week, today I'll be presenting my guides on how to draft Tempest Remastered.  As you should be aware, I did not draft original Tempest block, so everything I say is mere speculation.  If you've drafted the set before, please feel free to use your prior knowledge and disregard what I say in whatever area you feel I'm in the wrong.  If you feel I'm presenting the wrong ideas, please let me know and we'll talk about it.  I'm completely open to being wrong about the format and accept any and all criticisms you may have.

Before we begin, I'd like to mention that Ian Duke, lead developer for Tempest Remastered, was on Limited Resources last week and talked about developing the set and how the Limited environment was made.  I strongly recommend you check it out if you're planning on playing Tempest Remastered.  

When I started to make my guides for Tempest Remastered, I did a couple of things.  First of all, I looked at the commons only.  The commons are what make the backbone of your deck and give you the theme of your deck.  Sure, you can draft a bomb rare and build around it, but more often than not you start out with some good commons and then get passed the rares that will go along with your deck.  I looked at the commons and tried to see what they wanted to do.  Were they aggressive or defensive?  Did they want you to be more creature based or spell based?  Each color was examined individually so I could get a feel of what that color wanted to do.  After that I looked at the two colors together and tried to find synergies or common themes in the commons.  An example was GB "Reanimator".  I saw some self mill effects in green and paired them with the recursion effects in black and saw that that was one way I could draft the two colors.  Sometimes that worked, sometimes it didn't, but that's okay.  Tempest was the 2nd block to be designed with Limited in mind, so it's not reasonable for them to have it perfect very early on.  Once I saw the 2 colors together, I made a list of "top 5 commons" I wanted in the archetype.  Now, the list isn't a hard and fast list, it's more of an idea of what cards I would want in that archetype.  Perhaps a better way to describe it would be: cards I would expect to see in a deck of that archetype.  

With all that said, let's talk Tempest Remastered!

Tempest Remastered Ally & Enemy Color Pairs

 

DTK 4 Pack Sealed

DTK Sealed DE

 

Conclusion

  • The 4 Pack Sealed pool was fairly odd.  I was kinda forced into blue since there was so much of it/not enough of the other colors.  I could have tried a 3 color build, but the mana would have been horrendous for that.  At least the blue was actually playable!
  • Monastery Mentor is a great card, but I don't believe I had the deck for it.  You could try and play it defensively and get small incremental advantage from him, but my deck wasn't looking like it could consistently play a tempo game with him.  With only a few noncreature spells he was mostly going to be a 3 mana 2/2 and I thought I could do better than that.
  • I should have gone -1 Island +1 Swamp.  Yes, most of my deck is blue but it isn't so blue intensive that I couldn't play more non blue lands.  I was looking at it as a blue deck with a double splash as opposed to a blue/black deck with a splash.
  • Most removal spells can kill dragons, but not all.  The uncommon dragons in FRF/DTK can die to Flatten, Ultimate Price, Sarkhan's Rage, Epic Confrontation, and Pacifism.  Once you get to rare/mythic rare, it's a lot harder to deal with a dragon.  You either need a Plummet effect or a hard removal spell.  It's all about the last dragon standing.
  • Game 3 of Round 1 if I had decided to play first I might have won.  It's one of those things where I'm not sure if I would morph Stratus Dancer on 3 and leave mana up to unmorph it on 4.  I don't think I would have done that.  I think I would have played Dancer on 2 and morph on 3 and 4.  It's a tough loss to swallow either way.
  • My sealed pool was pretty good but I felt it had a lot of 2 mana do nothing.  Yes, 2 mana plays are fine but when your curve mostly stops on 4, you're not favored going into the late game.  I do have some removal spells but the average creature quality of my deck going late is much worse than my opponents.
  • My final record might have been 2-2, but I don't really count round 3 since neither of us were able to play an actual game of Magic.  If I draw a little better in either game 2 or 3 I think I win the match but I got screwed twice and lost.
  • Round 4 was a really tough match, I suggest you go watch it.

If you have any comments, questions, or concerns leave them in the comments section below!  You can also check out my YouTube channel here where I post all my videos for this article series along with other extra videos.

Thank you for reading/watching!

2 Comments

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Took me time to read all the by charing at Fri, 05/15/2015 - 02:37
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